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Boy, was I ever wrong about trying to use 'waves'. Anyway this here will
make a "starter" for you hopefully. Looked fair enough to me.
Follow the instructions okay and your all set to see this right. Two
step rendering involved.
//BEGIN
// needs to be output as:
// +fn +w500 +h500 +oc:\images\sanddune.png
// in command-line for making image_map
// then use any usual setting and output to other than sanddune.png to
use image_map
//render square image, example 500x500 pixels resolution if 1
#declare ImageMap=0; //1 for making image to be used as map, 0 or other
# for seeing heightfield
//render as usual if non 1 number, example 320x240 pixels res.
#if (ImageMap=1)
global_settings {
hf_gray_16 on //output a smoothable heightfield image
}
camera { orthographic
location -10*z
up 10*y right 10*y
look_at 0
}
#declare Wave1=pigment {dents turbulence .333 octaves 3 lambda .75 omega
1.5
color_map {
[0,1 color rgb .5 color rgb 0]
} ramp_wave}
#declare Wave2=pigment {bumps turbulence .125 octaves 2 lambda 1.25
omega .5
color_map {
[0,1 color rgb 1 color rgb 0]
} ramp_wave}
plane {z,0
pigment {average turbulence .125 octaves 2 lambda 1.5 omega .25
pigment_map {
[.5 Wave1 scale .5]
[1 Wave2 translate .25]
} ramp_wave scale <2,1,.5>*.5 rotate 5}
finish {ambient 1}
}
#else
//normal view
light_source { <-5,15,-30> color rgb 1.5
}
camera {
location <0,6,-12>
look_at <0, -4, 0>
}
height_field {
png "c:\images\sanddune.png" smooth
/*
texture { pigment {
image_map { png "c:\images\sanddune.png"
map_type 0 //interpolate 2 once
} rotate 90*x
} finish {phong .1 phong_size 5}
}
*/
texture {
pigment {rgb <.85,.7,.45>}
normal {granite .025 scale .005}
finish {phong .1 phong_size 5}
}
translate <-.5,0,-.5> scale <33,1,33>
}
#end
//END
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aol com?Subject=PoV-News
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