POV-Ray : Newsgroups : povray.binaries.images : Bozo + cells : Re: Bozo + cells Server Time
1 Aug 2024 10:11:34 EDT (-0400)
  Re: Bozo + cells  
From: Paolo Gibellini
Date: 16 Oct 2008 04:39:00
Message: <48f6fda4$1@news.povray.org>
Thank you, gregjohn!
I have understand now: in my tests I have used a simple texture with 
normal, but the trick is done using a texture_map.
I like works like these, simple but evocative,
;-)
Paolo

 >gregjohn  on date 15/10/2008 02:57 wrote:
> Paolo Gibellini <p.g### [at] gmailcom> wrote:
>> Nice city!
>> Are the cells generated with a normal in the texture or are random boxes
>>   placed using the normal?
>> Can I see the source?
>> Thank you,
>>  Paolo
> 
> 
> -----------------
> Hi, this may still be a bit obfuscated; I didn't check that every  single line
> were critical to running the rendering.
> 
> -------------------
> 
> 
> #declare SunPos=       <100,141.0,-.150>;
> 
> light_source{<30,100, -30> color rgb 0.4+0.2*x}
> light_source{<-0,100, -30> color rgb 0.4+0.2*z}
> 
> #include "colors.inc"
> #include "functions.inc"
> 
> #declare funky2=function{pigment{bumps scale 0.150}}
> 
>    #declare bozoy=pigment{bozo scale 0.05}
>    #declare bozoy2=pigment{bozo scale 0.10 translate 11}
>    #declare celly=pigment{cells   scale 0.008}
>    #declare leopy=pigment{leopard scale 0.025 rotate 45*z}
>    #declare celly2=pigment{cells scale 0.05  translate 11}
>    #declare celly3=pigment{cells scale 0.025  translate 2*z}
>    #declare bumpy=pigment{bumps scale 0.1}
> 
>    #declare hh=clock;
> 
>    #declare avey=pigment{average
>                         pigment_map{
>                                 [1.0  bozoy]
>                                 [0.05 bumpy]
>                                 [0.08 celly]
>                                 }
>                          }
> 
> 
>    #declare funky=function{pigment{avey}}
> 
> 
> #declare OceanBot=texture{pigment{rgb <0.22,0.40,0.48>} finish{reflection {
> 0.1,0.5 }} }
> #declare OceanShal=texture{pigment{rgb <0.40,0.58,0.62>}finish{reflection {
> 0.1,0.5 }} }
> #declare Shore=texture{pigment{rgb <0.71,0.71,0.69>} finish{ambient 0.5}}
> 
> #declare Brownness=texture{pigment{Brown/2+White/2} finish{ambient 0.25}}
> #declare Whiteness=texture{pigment{rgb 0.8} finish{ambient 0.25}}
> 
> #declare Shoremix=texture{      bumps
>                                 texture_map{
>                                         [0.0 Brownness]
>                                         [1 Whiteness]
>                                         }
>                                 scale 0.001
>                                 }
> 
> #declare Forest=texture {
> 
>                         pigment{slope {SunPos}
>                                 pigment_map{
>                                         [0.0 rgb 0.20*<0.84,1.0,0.55>]
>                                         [1.0 rgb 0.48*<0.84,1.0,0.51>]
>                                          }
>                                 }
>                         }
> 
> 
> 
> #declare Oceanmix=texture{ bumps
>                            texture_map{
>                                         [0 OceanBot]
>                                         [1 OceanShal]
>                                         }
>                            scale 0.1
>                            }
> 
>  #declare hfqual=700;
> 
>      height_field {
>   function hfqual,hfqual {pow(funky(x,y,z).grey,3)}  //smooth
>      texture{gradient y
>                 texture_map{
>                         [0.00 Oceanmix]
>                         [0.07 Oceanmix]
>                         [0.07 Shoremix ]
>                         [0.09 Shoremix ]
>                         [0.09 Forest]
>                         [0.22 Forest]
>                         [0.22 Shoremix]
>                         [1.00 Shoremix]
>                         }
>                 }    translate <-0.5,0,-0.5>  scale <5,1,5> }
> 
> camera{
>        location <0,4.5,-2.>
>        look_at 0
>        angle 35
> 
>        }
> 
>


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