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> Can anyone help ?
Just an untested idea: Use something like this:
F1 = your normal terrain function
F2 = same as F1, but returns 1 at the steep sides, 0 otherwise (should
be doable by changing the color_map of F1)
F3 = your holes function
function { F1 - F2*F3 }
This will only apply the holes-function (F3) when the point is on a
steep side (otherwise F2 will be zero -> F1 only).
HTH,
Florian
--
camera{look_at-y*10location<8,-3,-8>*10}#local a=0;#while(a<999)sphere{
#local _=.01*a-4.99;#local p=a*.01-5;#local c=.01*a-4.995;<sin(p*pi)*5p
*10pow(p,5)*.01>sin(c*c*c*.1)+1pigment{rgb 3}}#local a=a+1;#end
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