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"Jon Berndt" <jsb### [at] hal-pcdotorg> wrote in message
news:408da35f$1@news.povray.org...
> I am guessing that there might be a way to
> generate a heightfield that is based on a texture, perhaps?
You're in luck. In the documentation, see the second example under section
6.7.11.16 Function Image.
My own example then, using function patterns, below.
Bob H.
/* lumpy HF by combining function patterns */
#local F_Pbozo=
function {
pattern {
bozo
turbulence 0.5
scale 0.1
}
}
#local F_Pbumps=
function {
pattern {
bumps
turbulence 0.5
scale 0.1
}
}
height_field {
function 500,500 {
pattern {
function {
(F_Pbozo(x,y,z)*1.4)
*
(F_Pbumps(x,y,z)*0.9)
}
}
}
smooth
pigment {gradient y}
translate -0.5
scale <10,1,10>
}
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