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"Hugo" <hua### [at] post3 tele dk> wrote in message
news:3c44a2c1$1@news.povray.org...
> Apart from signatures and stuff, I'd like to comment the snow. :o) I'm
> crazy with snow and ice on pictures. How did you do this?
>
Me to - I think over half my irtc subs have had snow. I have a feeling that
to model it correctly, some sort of sub-surface scattering is needed. As an
alternative strategy, I keep meaning to do a test with quite a reflective
material, but with a fine granite normal.
Well, here's the full code so far, but the snow and mountain textures are
fairly contained.
#version 3.5;
#include "colors.inc"
#include "functions.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 10
}
camera {
location <0.0,2.0, 0.0>
look_at <0.0,1.0,20.0>
}
light_source {
<0, 0, 0>
color rgb <1, 1, 1>*1
translate <150000, 200000, 50000>
media_attenuation on
}
#declare baseRockTex =
texture{
pigment{granite pigment_map{[0.0 Black][0.5 Gray10][1.0 Gray50]}}
finish{ambient 0 diffuse 0.8}
normal{
average 2 scale 5
normal_map{
[dents 30 scale 1 ]
[granite 30 scale 1 turbulence 0.25]
[marble 30 scale 1 turbulence 0.5]
[crackle 30 scale 1 turbulence 0.5]
}
}
}
#declare snowTex =
texture{
pigment{rgb<0.9,0.9,1.3>}
finish{ambient 0.10 diffuse 0.85}
// pigment{rgb<0.8,0.8,1>}
// finish{ambient 0.1 diffuse 1}
normal{
average 2
normal_map{
[dents 1 scale 1/25]
[bozo 1 scale 2]
}
}
}
#declare rockTex =
texture{
marble rotate z*90 scale 10 turbulence 0.5
texture_map{
[0.9 baseRockTex]
[0.9 bozo scale 10 texture_map{[0.5 baseRockTex][0.5 snowTex]}]
}
}
#declare GBaseTex =
texture{
slope y
texture_map{
[0.64 rockTex]
[0.66 snowTex]
}
}
#declare GroundMFFunc = function(x,y,z){f_ridged_mf(x,y,z, 0.9, 5, 10, 0.75,
1, 0)}
#declare GroundFunc = function(x,y,z){y - (GroundMFFunc(x/15,0,z/15) *
min(((x/10)^2 + (z/10)^2), 25))}
#declare Ground =
isosurface{
function{GroundFunc(x,y,z)}
contained_by{box{<-50,-1,0>,<50,3000,50>}} //
<-5000,-100,-1000>,<5000,5000,5000> // max ht 1611.46
accuracy 0.001
max_gradient 10
scale 100
translate y*-3
translate z*-100
}
object{
Ground
texture{GBaseTex}
}
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