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Can anybody suggest a method procedural method, (Not using an image
file) to create a pattern of mud cracks such as one might find in the
desert?
I'd like to use an Isosurface for this, and I need to Use it in a
difference.
For example, see: http://pespmc1.vub.ac.be/Photos/MudCracks.jpg
Regards,
A.D.B.
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Wasn't it Anthony D. Baye who wrote:
>Can anybody suggest a method procedural method, (Not using an image
>file) to create a pattern of mud cracks such as one might find in the
>desert?
>
>I'd like to use an Isosurface for this, and I need to Use it in a
>difference.
>
>For example, see: http://pespmc1.vub.ac.be/Photos/MudCracks.jpg
Here's something that might get you started in the right direction
camera { location <0, 2, -4> look_at <0, 0.1, 0> angle 17}
light_source {<-100,100,100> colour rgb 1}
#declare P1=function{
pigment{
crackle
colour_map {[0 rgb 0][0.08 rgb 1]}
turbulence 0.2
}
}
#declare P2=function{
pigment{
crackle
colour_map {[0 rgb 0][0.025 rgb 1]}
}
}
#declare Scale1=0.2;
#declare Scale2=0.07;
#declare Height1=0.03;
#declare Height2=0.01;
isosurface {
function { y - P1(x/Scale1,0,z/Scale1).x*Height1
- P2(x/Scale2,0,z/Scale2).x*Height2
}
max_gradient 12
contained_by{box{<-1,-0.01,-1><1,(Height1+Height2)*1.01,1>}}
max_trace 4
pigment {rgb .9}
}
It's not fast, and small changes to the Scale and Height parameters can
require significant changes to the max_gradient.
The "max_trace 4" isn't actually required in this scene, but you'll need
it when you use it in your difference.
--
Mike Williams
Gentleman of Leisure
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There's a problem with simulating cracks with the crackle-pattern: with real
crackle-pattern gives an entirely different pattern which is more suitable for
things like mosaics.
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.com
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Mike Williams wrote:
> Wasn't it Anthony D. Baye who wrote:
>
>>Can anybody suggest a method procedural method, (Not using an image
>>file) to create a pattern of mud cracks such as one might find in the
>>desert?
>>
>>I'd like to use an Isosurface for this, and I need to Use it in a
>>difference.
>>
>>For example, see: http://pespmc1.vub.ac.be/Photos/MudCracks.jpg
>
>
> Here's something that might get you started in the right direction
>
>
> camera { location <0, 2, -4> look_at <0, 0.1, 0> angle 17}
> light_source {<-100,100,100> colour rgb 1}
>
> #declare P1=function{
> pigment{
> crackle
> colour_map {[0 rgb 0][0.08 rgb 1]}
> turbulence 0.2
> }
> }
>
> #declare P2=function{
> pigment{
> crackle
> colour_map {[0 rgb 0][0.025 rgb 1]}
> }
> }
>
> #declare Scale1=0.2;
> #declare Scale2=0.07;
> #declare Height1=0.03;
> #declare Height2=0.01;
> isosurface {
> function { y - P1(x/Scale1,0,z/Scale1).x*Height1
> - P2(x/Scale2,0,z/Scale2).x*Height2
> }
> max_gradient 12
> contained_by{box{<-1,-0.01,-1><1,(Height1+Height2)*1.01,1>}}
> max_trace 4
> pigment {rgb .9}
> }
>
> It's not fast, and small changes to the Scale and Height parameters can
> require significant changes to the max_gradient.
>
> The "max_trace 4" isn't actually required in this scene, but you'll need
> it when you use it in your difference.
>
>
Hey Mike,
Thanx, I'll try that. The only problem I foresee is adjustment to my
scale. I'm building my model in a scale of 1 unit = 1 inch.
Regards,
A.D.B.
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