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I'm using a 500x500 pixel .png to make a heightfield as a basis for a
landscape I'm creating. The trouble is, the coloration is all patchy in
places. This is not the regular problem of the normal flipping that can be
solved by double-illuminate, and it has nothing to do with my texture map,
since all I'm using is a green pigment (for right now, anyway). I've
searched these newsgroups, and the responses I've seen all mention using
smaller heightmaps. So I cut it down to 4 maps of half size, 250x250. But
the scene still looks exactly the same, except now I have ugly seams where
the heightfields join up.
Could I be using double-illuminate wrongly? Any other ideas?
//the scene file:
camera{
location <450,120,-450>
look_at <0,-50,0>
}
/*
camera{
location <40,1300,-45>
look_at <0,75,0>
} */
light_source{
<2000,2000,-2000> color White
}
sky_sphere {
pigment {
gradient y
color_map{
[ 0.0 rgb <0.180392, 0.4, 0.913725> ]
[ 1.0 rgb <0.541176, 0.74902, 1.0> ]
}
scale .4
translate .7
}
}
fog {
distance 1000
color rgbt<0.541176, 0.74902, 1.0,.35>
}
#declare Terrain=
union{
height_field{
png "HMap.png" //this is the main heightfield
double_illuminate // I've stuck this in elsewhere, but with no luck.
smooth on
water_level 0
pigment{color rgb<0,.7,0> }
finish{ambient .3}
}
height_field{
png "HMap2.png" //this is just background
// smooth on
water_level 0
pigment{color rgb<0,.7,0>}
finish{ambient .3}
translate<-1,0,0>
}
height_field{ //this is just background
png "HMap3.png"
// smooth on
water_level 0
pigment{color rgb<0,.7,0>}
finish{ambient .3}
translate<0,0,1>
}
height_field{ //this is just background
png "HMap4.png"
// smooth on
water_level 0
pigment{color rgb<0,.7,0>}
finish{ambient .3}
translate<-1,0,1>
}
}
object{
Terrain
scale <1000,100,1000>//scale <1000,150,1000>
translate <-500,0,-500>
rotate<0,0,0>
}
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