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"Greg M. Johnson" <gregj;-)565### [at] aolcom> wrote in message
news:40148bb3@news.povray.org...
> I'm about to try my hand at some outdoor scenes, where I'd like rolling
> hills.
>
> Any tips on the best way to get a fast-rendering scene (for use in
> animations)
> height fields, isosurfaces, bicubic patches, one of the above then
> converted to meshes ?
I personally like using patterns as functions in height_fields:
Note how fast this scene renders:
#include "colors.inc"
camera
{
location <0, 2, 0>
rotate 30*x
}
sky_sphere
{
pigment
{
gradient y
color_map
{
[0.5 rgb <1, 1, 1> ]
[1 rgb <0, 0, 0> ]
}
}
}
light_source
{
<-100, 100, -100>
color White
}
#declare f_hills =
function
{
pattern
{
bumps
scale <0.1, 0.1, 0.1>
}
}
height_field
{
// Incease your resolution here if you need to.
function 256, 256 { f_hills(x, y, z) }
smooth
pigment
{
color rgb <1, 1, 0.8>
}
translate <-0.5, 0, -0.5>
scale <10, 0.5, 10>
}
#include "colors.inc"
camera
{
location <0, 2, 0>
rotate 30*x
}
sky_sphere
{
pigment
{
gradient y
color_map
{
[0.5 rgb <1, 1, 1> ]
[1 rgb <0, 0, 0> ]
}
}
}
light_source
{
<-100, 100, -100>
color White
}
#declare f_hills =
function
{
pattern
{
bumps
scale <0.1, 0.1, 0.1>
}
}
height_field
{
// Incease your resolution here if you need to.
function 256, 256 { f_hills(x, y, z) }
smooth
pigment
{
color rgb <1, 1, 0.8>
}
translate <-0.5, 0, -0.5>
scale <10, 0.5, 10>
}
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