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"gulino" <nomail@nomail> wrote:
> Thanks for the help, I managed to get this result with these values:
>
> height_field {
> function 100, 200 { f_ridged_mf(x,y,z, 2.3, 7.0, 5.0, -2, 1, 3.0) }
> smooth
> scale <1000, 100, 1300>
> pigment {
> color rgb <0.3, 0.5, 0.0>
> }
> normal {
> bumps 0.3 scale 0.4
> }
> translate <-500, -120, -1000>
> }
>
> It can be better but looks like a plain at least. Also I put normal bumps to
> make it more like grass but it didn't work so well, do you guys have some idea
> how to it?
https://wiki.povray.org/content/Reference:Bump_Map
The relative bump size can be scaled using the bump_size modifier. The bump size
number can be any number other than 0 but typical values are from about 0.1 to
as high as 4.0 or 5.0.
normal {
bump_map {
gif "stuff.gif"
bump_size 5.0
}
}
Originally bump_size could only be used inside a bump map but it can now be used
with any normal.
You can also move the camera back a bit, and perhaps move your light source to
give a more raking angle to make some more shadows and give a more defined
texture/normal.
The other thing you could do is add/subtract a scaled bumps/spotted pigment as
part of your heightfield function to get an actual physical displacement.
#declare Plain = function {f_ridged_mf(x,y,z, 2.3, 7.0, 5.0, -2, 1, 3.0) }
#declare Grass = function {pigment {bumps}
#declare GrassHeight = 10;
#declare PlainAndGrass = function {Plain (x, y, z, ....) + Grass (x, y,
z)*GrassHeight}
height_field {function 100, 200 { PlainAndGrass (....)} ....
Hope that makes sense.
- BW
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