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SFSG. Maybe try a slightly rolling heightfield of mossy mud just high enough
to fill in the cracks in the lowest parts of the floor and cover the lowest
parts of the floor tiles.
-Shay
Thomas Lake <tla### [at] home com> wrote in message
news:3b00d753@news.povray.org...
> 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. 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. 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?
>
> I used MegaPov radiosity and an arealight here.
>
>
>
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