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I am coming in late to comment, but RL you know... :-(
This is an excellent example of what can be done with your proximity macro.
I nerver thought about this possibility, and it opens a couple of
interesting windows. I shall have to jump deeper; I just have skimmed the
surface obviously...
Sam, you should hire a *code editor* it seems :-)
Thomas
"stbenge" <^@hotmail.com> schreef in bericht
news:497e6bb6@news.povray.org...
> Hello everyone,
>
> I run a lot of tests over here, though very few ever make it to the
> public. I figured this image was worth posting, even if it is unfinished.
>
> Grass, rocks. The rocks are a single height_field, tested and created
> using a crackle form chart I devised some time ago, and should post
> someday. I gave the HF a proximity pattern, which I then used to give it
> a more interesting texture.
>
> The grass is a clump composed of a single mesh which was copied, rotated
> and translated randomly. The clumps were placed upon the HF using
> trace(), and only appear in cracks. This was accomplished using the
> aforementioned proximity pattern.
>
> I'm pretty happy with the way it's turning out, and hope to add
> something to make the scene more interesting. Coyote scat would be
> relevant, but I'm not sure about the appropriateness of adding that :)
>
> Comments and questions are always welcome, though I'm not too sure about
> releasing the code, which is a mess.
>
> Sam
>
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