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Thank you, but... ;-)
yes, I know how it could be done in theory. But I am looking for a working
example, perferably done by an expert like Kirk.
It would be good to know how such things are actually implemented. Does one
store tree-positions in a file, or is it better just to store a random seed
on which the forest is based? What is quicker, what makes more sense? And
how is it done best?
Nonetheless, I do not have the faintest idea on how to actually color a
heightfield. Never done this. I used once a self-made celtic-knot pattern to
carve the pattern out of a granite slab, but that covers my experience with
bitmaps in pov. Apart from applying some on tiles,that is.
Have once done it for a tile-webshop which wanted me to simulate how tile
patterns would look like when put on a wall in a certain pattern and lighted
from a certain angle without having to actually put the tiles on a wall. Not
very difficult, but not spectacular, either. Looks like part of a pefectly
ordinary tiled bathroom wall in RL, so mission accomplished.
Maybe you cut the heightfield into separate parts (according to height),
color them individually and make a union of them? Seems a bit clumsy.
The vorient-function was unknown to me until now, thank you. Should be
helpful.
Of course, I could discover all this by myself. But why invent the wheel a
hunderth time when one could learn so much from example? It is just
difficult how to find such an example, one that compiles and can be tinkered
with. Problem is, Kirk's creation is probably way too complicated, even if
he could be convinced to share...
"Alain" <aze### [at] qwertyorg> schrieb im Newsbeitrag
news:4ac23101$1@news.povray.org...
>> Hi Kirk,
>>
>> this really looks nice. Would you perhaps be inclined to post the source?
>> (Beg ;-)
>>
>> I am looking for a working example scene-file how to place random objects
>> on a pov-scene or how to color the landscape-height field according to
>> the actual height.
> Trace and acounting for the normal for the first.
> For the second, use the slope pattern. It depend on the actual slope, but
> also, optionaly, on the altitude.
>>
>> Up to now I have only modeled very simple objects - no landscapes with
>> plenty of objects that have to be placed randomly.
>
> The trace function is perfect for placing an object on another. Then, you
> can use vorient() to orient the object acording to the local normal of
> your surface.
>
>
> Alain
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