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I've tried combining Bob Hughes and Ken's suggestions into one pov scene for
a realistic sand dune. I'm still not happy with the granite texture on the
sand dunes but don't know which direction to go from here. Also, the height
map looks kind of funny in the lowest part of the valleys. Any way around
this?
// 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=1; //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
}
plane {z,0
pigment
average pigment_map{
[1.0 gradient 2*y
turbulence<0.1,0.05,0.1>
turbulence<0.1,-0.3, -0.1>
color_map {
[0 color rgb 0]
[.53 color rgb .9]
[.59 color rgb 1]
[.65 color rgb .9]
[1.0 color rgb 0]
} scale <1,1,1>]
[1.0 gradient 5*y
turbulence<0.1,0.05,0.1>
turbulence<0.1,-0.3, -0.1>
color_map {
[0 color rgb 0]
[.5 color rgb 1]
[1.0 color rgb 0]
} scale <1,3,1>]
} translate<1,1,1>
}
finish {ambient 1 diffuse 1}
}
#else
global_settings {assumed_gamma 2.2}
//normal view
light_source { <-5,15,-30> color rgb 1.5
}
light_source {0*x color red 0.600 green 0.600 blue 0.600 translate <40,
60, -60>}
//light_source { <-5,12,-30> color rgb <.8, .8, .8>
//}
camera {
location <12,2.5,0>
look_at <0, 0, 5>
}
height_field {
png "d:\temp\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 { bozo color_map {
[ 0.0 colour rgb <0.999,0.899,0.699> ]
[ 0.2 colour rgb <0.999,0.999,0.999> ]
[ 0.25 colour rgb <0.999,0.999,0.999> ]
[ 0.25 colour rgb <0.899,0.899,0.899> ]
[ 0.275 colour rgb <0.899,0.899,0.899> ]
[ 0.275 colour rgb <0.999,0.999,0.999> ]
[ 0.4 colour rgb <0.999,0.799,0.599> ]
[ 0.6 colour rgb <0.999,0.959,0.859> ]
[ 0.8 colour rgb <0.999,0.899,0.599> ] } scale 0.001
}
}
normal {granite .15 scale <.02,.07,1>}
// finish { ambient .2}
translate <-.5,0,-.5> scale <40,1,37>
}
#end
//----------------Background--------------------------
sky_sphere {
pigment {
gradient y
color_map { [0 color rgb <0.627, 0.773, 0.980> ]
[1 color rgb <0.850, 0.700, 0.800> ]
}
}
pigment { // high stratus clouds
wrinkles
turbulence 0.7
octaves 6
lambda 5
omega .3
color_map {
[0 color rgbt <1, 1, 1, 1>]
[.5 color rgbt <.98, .99, .99, .8>]
[1 color rgbt <1, 1, 1, 1>]
}
scale <.8, .1, .8>
}
}
plane {-y, -1200 // cloud layer 2
texture {
pigment { bozo
turbulence 0.9
omega .7
color_map {
[0 color rgbt <1, .9, .9, 1>]
[.5 color rgbt <1, .9, .9, .6>]
[1 color rgbt <1, .99, .99, .2>]
}
}
finish {ambient 1 diffuse .3}
scale 1000*1
translate <1500, 900, -1000>
}
rotate <0,0,10>
hollow
}
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