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"Mr" <m******r******at_hotmail_dot_fr> wrote:
>
> Do you think such a result could be achieved using HG POV displacement or
> isosurface displacement macros? If yes an include like you did for Granite would
> really be worth it, and if not, maybe a tutorial ?
It can probably be done with the meshmaker.inc that comes with POV-Ray.
A crude crackle cylinder example:
---%<------%<------%<---
#version 3.8;
#include "meshmaker.inc"
global_settings {assumed_gamma 1.0}
camera {
location <0,1,-10>
look_at <0,0,0>
angle 20
}
light_source { <500,500,-500> rgb <1,0.9,0.8> }
light_source { <-100,100,-500> rgb <0.3,0.3,0.5> }
#declare Crack= function {
pigment {
crackle
colour_map{
[0, rgb .01]
[1, rgb .05]
}
scale 0.05
}
}
#declare R= function(u,v) {
Crack(u,v,0).gray
}
#declare F1= function(u,v){(.5+R(u,v))*cos(u)}
#declare F2= function(u,v){(.5+R(u,v))*sin(u)}
#declare F3= function(u,v){v}
object{
Parametric(
F1, F2, F3,
<0, -1>,
<2*pi, 1>,
500, 500, ""
)
uv_mapping
pigment{rgb 1}
finish{specular 0.5}
rotate <60,0,0>
}
---%<------%<------%<---
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