POV-Ray : Newsgroups : povray.binaries.images : Lame attempt at sub-surface scattering : Re: Lame attempt at sub-surface scattering Server Time
9 Aug 2024 17:24:47 EDT (-0400)
  Re: Lame attempt at sub-surface scattering  
From: Jellby
Date: 2 Jan 2005 03:55:48
Message: <41d7b712@news.povray.org>
Entre otras cosas, EagleSun tuvo a bien escribir:

> Jellby <jel### [at] yahoocom> wrote:
>> Two more views, now they're heightfields (meshes) and the antialiasing is
>> on, but that means they have less resolution. This is about as much as my
>> computer memory (512M) can hold, it's 4-8 times less detailed than the
>> isosurface :-/  I also added a little bit of colour, hope this helps. I
>> think the close-up looks like those ice sculptures they sometimes show on
>> TV...
> 
> I'm interested in seeing the source code that made the bumps and how you
> got that into a sphere....

#declare Relief = function {
  pigment {
    image_map {
      png "terrainbase_4320.png"
      map_type 1
      interpolate 2
    }
  }
}
#declare fRelief = function { Relieve(x,y,z).grey }
#declare Radius = 3;
#declare Height = 2;

// Earth as an isosurface
#declare Earth = isosurface {
  function { f_r(x,y,z) - (Radius + (fRelief(x,y,z)-0.5)*Height) }
  contained_by{ sphere { <0, 0, 0>, Radius+0.1*Height } }
  open
  accuracy Height*0.5/65536
  evaluate 7, 1.15, 0.7
}

#include "shapes.inc"
HF_Sphere(fRelieve,0,0,<1080,1081>,1,"earth-ld.hf",<0,0,0>,Radius-Height/2,2)

// Earth as a mesh
#declare EarthHF = object {
  #include "earth-ld.hf"
}

-- 
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby


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