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kurtzlepirate-09EE8A.16445508052004@news.povray.org...
>
> where to get infos of this method ??
> thanks
I just quote Jaime's april/29/2004 response in "My LOTW project" thread on
this group:
> Casually, I'm just tweaking this texture. Now I simlified it a bit,
> removing the intersection. The same terrain itself translated a bit is
> enough. There is the relevant part:
>
> #declare terrain_coast=object{terrain translate Foam_Level*y}
> #declare m_water=
> material{
> texture{
> pigment_pattern{object{terrain_coast rgb 0, rgb 1}}
> texture_map{
> [0 t_water]
> [1 t_foam]
> }
> scale 100 warp{turbulence .3 lambda 3} scale 1/100
> scale 1000 warp{turbulence .3 lambda 3} scale 1/1000
> }
> ...
>
>
> The translation amount depends on your scene scale and how much foam
> you want, and the same can be applied to the warps scale.
>
the trick is to use an object as pattern
either the calculated point is inside the object and the returned value is 1
or the point is outside and the value is 0
It is a boolean pattern
my complete code for the sea (including isosurface and material) is on the
p.b.s-f group
Marc
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