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I've been looking at this scene:
http://www.irtc.org/ftp/pub/stills/2004-08-31/em_giza.jpg
My sand texture is already better than that ;-) but I need to look into
how the sloping sand shapes at the base of the pyramids was done. My
geometry is still pretty hacked-together.
Bruno Cabasson wrote:
> I was busy in RL those two last weeks and could not read much here. William,
> your work seems very interesting. Would you mind, when achieved or partial,
> sharing things so that I can integrate this nice stuff in TerraPOV?
Cool, is it that good? :-)
Anyway, for anyone who wants to play around, here's I have so far, minus
the heightfield. As others have pointed out, there's a bunch of ways to
improve this. :-)
You'll probably want to tweak the colors and the media (right now I have
it set up for red sand), and you'll probably have to play with scaling
the bozo map (the extra special sand grains) to fit your scene.
Finally, a heads-up that terrain with SSS can take a while to render.
:-) On a ~2GHz processor, the little bitty images I've been rendering
take about 30 seconds.
#declare sand_shape = height_field {
...
};
object {
sand_shape
texture {
pigment {color rgb <0.75, 0.25, 0.25>}
}
}
object {
sand_shape
hollow
translate y * 0.1
texture {
pigment {
bozo
color_map {
[0 color rgb <0.3, 0.3, 0.2>]
[0.25 color rgbt <0.9, 0.9, 0.6, 1.0>]
[0.75 color rgbt <0.9, 0.9, 0.6, 1.0>]
[1 color rgb <1.8, 1.8, 1.2>]
}
scale 0.005
}
finish {crand 0.03}
}
interior {
media {scattering {1 color rgb <0.15, 0.15, 0.05>}
samples 10, 10}
}
}
- --
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
You know you've been raytracing too long when you can remember the 4
digit decimal equivelents to measurements down to 1 sixtyfourth of an inch.
-- David Kraics
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