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I found a sort of "gold mine" with displacement warps on MegaPOV. Here I
used a wrinkles pattern as base, displaced with a "sandwich" of several
other patterns:
#declare fh=rand(r_terrf)*1000;
#local fn_Form=
function {
pattern{
wrinkles scale 10
warp {
displace {
gradient y
pigment_map{
[0.0 granite
scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
rotate 360*rand(r_terrf)]
[0.2 bumps
scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
rotate 360*rand(r_terrf)]
[0.4 crackle
scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
rotate 360*rand(r_terrf)]
[0.6 dents
scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
rotate 360*rand(r_terrf)]
[0.8 leopard
scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
rotate 360*rand(r_terrf)]
[1.0 granite
scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
rotate 360*rand(r_terrf)]
}
warp{turbulence Terrain_Turb}
scale <10,2.5,10>
rotate 360*rand(r_terrf)
}
}
}
}
#local fn_Terrain=
function {
y
- fn_Form(x, fh, z)*Terrain_Height
- fn_Form(x*10, y*10, z*10)*Terrain_Height*.05
- fn_Form(x*100, y*100, z*100)*Terrain_Height*.005
}
//----------------------------------------------------------
Peak memory used: 18647911 bytes
Total Scene Processing Times
Parse Time: 0 hours 0 minutes 3 seconds (3 seconds)
Photon Time: 0 hours 0 minutes 0 seconds (0 seconds)
Cloth Time: 0 hours 0 minutes 0 seconds (0 seconds)
Mechsim Time: 0 hours 0 minutes 0 seconds (0 seconds)
Render Time: 4 hours 37 minutes 50 seconds (16670 seconds)
Postpr. Time: 0 hours 0 minutes 0 seconds (0 seconds)
Total Time: 4 hours 37 minutes 53 seconds (16673 seconds)
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