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Thomas Lake wrote:
>
> I played around with isosurfaces for the floor, but I really don't have a
> good idea how they work, and also the render time would have gone through
> the roof. I also tried to put some heightfield mountains in the scene but I
> just couldn't get the scaling right, the end of the tunnel is 200 units away
> so it makes sense to play the heightfield far away, more than 1000 units,
> but I couldn't get it to look right. Despite these problems and a few others
> I have made some progress. The script now automatically creates the mortar
> and I have randomly rotated the floor tiles, too much perhaps.
The floor looks quite good IMO, the walls are a bit strange though: they
are very straight in total, but the position of the single bricks varies
extremely. Also the mortar seems too bright in the shadow.
> One thing I
> would like to do would be to randomly add some grass/plants in the cracks on
> the floor. I'm not sure quite how to do this.
Just choose random positions and round to the nearest gap in one
direction.
> It would be nice if I could
> have more plants near the walls of the tunnel, but to do this I would need
> some form of a probability function, that would make the likelihood of a
> plant appearing greater as you approached the walls. Does anyone know how I
> could do this, and at the same time restrict the plants to the mortar
> spaces?
You can achieve different propabilities by using things like:
#if(rand(Seed)<0.2)
This example would give a propability of 1/5.
Normally you would not need such constructions, because you can simply
influence the total number of plants in one section.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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