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K. Tyler wrote:
> Roy Lane wrote:
>
> > Thanks K.,
> > I'm off to get it now, but I know already I'd like to see an example of
> > it.
> >
> > Roy
> >
> > BTW, Concentric is headquartered somewhere on the west coast, but
> > they're national. I'm in hurricane country...N.Carolina.
>
> Is it wet yet ?
>
> plane{y,o
> texture{
> pigment{ image_map{gif "grass.gif" interpolate 2}rotate 90*x}
> finish{ambient .5 diffuse .2 }
> scale 10}}
>
> I haven't checked this but it should work. Play with the scaling
> and the rotate by a few degrees. On an infinite plane it looks a little
> funky. It would probably look better on something like a flat box
> object. This will give you better control of the appearance of the
> scaling.
>
> I also have a proceedural texture you can try but it lacks reality.
> It is good if used in the background or if your focus isn't on the
> grass directly. Any way try this out.
>
> // Simulated Grass
> plane{y,0 texture{pigment{color rgb<.2,.8,.3>}finish{crand .05 ambient .2
> diffuse .2}normal{waves 1 frequency 1000 scale 70000}scale 6}}
>
> Greetings from Disney Land California.
>
> K.Tyler
thanks again K.
I'll try this out. I tried using a height field that I generated from a
grayscale gif that was just a 100x100 pixel image of random noise. I think my
biggest problem was scaling. When rendered it produced long dark lines. I
guess I'm still a bit lost as to how the image actually gets used when you
scale it. I realize each pixel/value is used to determine the height, but if I
center it on the origin and then scale it by 100 in x and y does that in effect
make each pixel represent a 1x1 unit on my plane?
Roy
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