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My problem is this - I want a hf of a slanted hill/cliff with a
different texture on top to the bare rock shown at the sides (the
exposed cliff).
At the moment I am doing it by having two copies of the hf, one of them
scaled slightly higher in the Y direction and set slightly back and
left. This isn't very satisfactory for a variety of reasons (I can't get
any turbulence in to the edge apart from anything else, which leads to
an over-regular thickness of the two materials).
Is there a better way to do this?
Current code and image below.
height_field // white cliff
{
tga
"c1.tga"
smooth
scale <300, 75, 400>
translate <-175,-5,-50>
pigment {rgb<1,1,1>}
}
height_field // green cliff
{
tga
"c1.tga"
smooth
scale <300, 80, 400>
translate <-176,-5,-49>
pigment {rgb <0,1,0>}
}
// An infinite planar surface
// plane {<A, B, C>, D } where: A*x + B*y + C*z = D
plane
{
y, -1.0
pigment{rgb<1,1,0>}
}
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