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Thanks for all the good advice. I've found a very nice looking solution
with isosurface (code example 1 below) but I'm having trouble getting a
function to work right for a height_field alternative (non-working code
example 2 below). I did find a posting that gives some info on how to use
function for height_field, but still could use further advice to get a
ripple or 'sloshing' appearance. (f_noise3d gives a nice 'sloshing' with
an underlying rippled appearance when the x and z parameters are scaled
differently)
Thanks!
EXAMPLE 1:
isosurface {
function { y + f_noise3d(x/10,0,z/2) } // f_noise3d requires
'functions.inc'
threshold 0
max_gradient 0.5
contained_by {box {<-1000,-1,-1000>,<1000,1,1000>}}
pigment {color rgbft <0.1,0.4,0.3,0.9,0.1> }
finish { ambient 0 diffuse 0 specular 0.9 roughness 0.001 reflection 0.2 }
interior { ior 1.3 caustics 1 fade_distance 2 fade_power 1 }
translate <0,3,0>
scale 0.1
}
// finish and interior need a little work
// shouldn't need to scale... may need to alter function a bit instead
EXAMPLE 2:
height_field {
function 200, 200 { y + f_noise3d(x/10,0,z/2) } // f_noise3d requires
'functions.inc'
smooth
pigment {color rgbft <0.1,0.4,0.3,0.9,0.1> }
finish { ambient 0 diffuse 0 specular 0.9 roughness 0.001 reflection 0.2 }
interior { ior 1.3 caustics 1 fade_distance 2 fade_power 1 }
translate<-0.5,0,-0.5>
scale <100,1,100>
}
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