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"gulino" <nomail@nomail> wrote:
> Bozo instead of gradient y
> I think before was better
>
> pigment {
> bozo scale 3 turbulence .9
> pigment_map {
> [0.00 color rgb <0.3, 0.5, 0.0>]
> [0.50 color rgb <0.3, 0.6, 0.0>]
> [1.00 color rgb <0.3, 0.7, 0.0>]
> }
> }
It all comes down to what you want it to look like, and what you're going to add
to it.
Suggestions for experiments to explore:
1. Layered textures.
You can do things like object {MyObject texture {Texture1} texture {Texture2}}
and Texture2 will be "on top of" Texture1 like a layer of paint over a coat of
primer.
If your Texture2 has rgbt 1 as an entry, it will be clear, and you can then see
Texture1. That way you can keep your old grass texture and add some yellowish
stuff on top of it - but not everywhere.
2. uv_mapping
you can take textures or images and paste them onto your surface in a way that
follows the surface rather than being dependent on the <x, y, z> coordinates of
the space where your object's surface is at.
3. "Planting"
you can learn how to use the trace () function to "scan" the heightfield surface
and place an upright thin cylinder at the exact "ground level" at that location.
Lots little green cylinders will add a grass effect. Adding a gradient with
yellow at the top, and it might look even better. Do the narrow triangle thing
like jr suggested, and it's more grass-blade like. Rotate them so that they
lean, and then randomly rotate their orientation, and it makes for more
"realism".
(Also, since you have a function generating your height_field, you can skip
trace () altogether and just use the y-value of your function at that <x, z>
location.)
- BW
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