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"Justin Smith" <t74### [at] yahoo com> wrote in message
news:web.3d9bb34c33fc79509a66a6680@news.povray.org...
<snip>
It's a fairly common problem - one way to guarantee that your surface will be
contigineous is to deform a plane. Basically, if all you are doing is raising
bits of a plane up or down, then you will never get bits of the surface breaking
away. This does impose the same limitation as a height-field - namely that you
will never get any recesses in the surface or overhangs.
For mountains, I'd strongly recommend taking a look at ridged multi-fractals,
which are specifically designed for this.
Try something like:
#version 3.5;
#include "colors.inc"
#include "functions.inc"
global_settings { assumed_gamma 1.0}
camera { location <0.0, 5, -10.0> look_at <0.0, 0.0, 0.0>}
sky_sphere { pigment { wrinkles color_map { [0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>] } }}
light_source { <0, 0, 0> color rgb <1, 1, 1> translate <-30, 30, -30>}
#declare MountFunc = function(x,y,z){f_ridged_mf(x,y,z,0.9, 5, 10, 0.75, 1, 0)}
#declare Mountains =
isosurface{
function{ y - MountFunc(x,0,z)}
contained_by{box{-5,5}}
accuracy 0.001
max_gradient 20
}
object{Mountains pigment{Gray50}}
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