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>Thomas de Groot on date 26/03/2013 13.51 wrote:
> On 26-3-2013 11:02, Paolo Gibellini wrote:
> I thought a simple texture based on the use of warp like the example
>> posted by Philippe some time ago (tex_Sol_en_galets).
>
> I am not sure I remember that one. Still, it is the texture of the
> complete height_field which shows through, so there would be need of a
> partial reworking.
>
> Thomas
>
>
Sorry, I don't remember the news, but the code posted by Philippe
(2007-05-09) was very useful to me to understand the use of warp in
textures.
It's a silly idea use a duplicate of the height_field clipped by the
contour of the old city and translated a bit vertically?
Paolo
//Philippe's code
--------------------------------------------------------------------------------
#declare tex_Sol_en_galets_mortier=texture{
pigment{color rgb <0.898039, 0.85098, 0.733333>}
finish{diffuse .65}
normal{granite .6 scale .4}
}
#declare tex_Sol_en_galets_galets=texture{
pigment{color rgb <0.815686, 0.803922, 0.776471>*1.1}
finish{
diffuse .7
specular .08 roughness .15
}
normal{
average
normal_map{
[1.00
spherical 7
poly_wave .3
slope_map{
[0.00 <0,0>]
[0.05 <0,0>]
[0.05 <0,.5>]
[1.00 <1,0>]
}
]
[1.00 agate .15 ]
}
}
}
#declare tex_Sol_en_galets=texture{
spherical
poly_wave .3
texture_map{
[0.00 tex_Sol_en_galets_mortier]
[0.05 tex_Sol_en_galets_mortier]
[0.05 tex_Sol_en_galets_galets]
[1.00 tex_Sol_en_galets_galets]
}
warp{planar}
rotate -90*x
scale .5
translate <.5,0,.5>
warp{repeat 1.1*x}
warp{repeat z offset .5*x}
#local tseg_Warp_scale=.3;
scale tseg_Warp_scale
warp{
turbulence <.3,1.5,.3>
octaves 4
lambda 1.5
}
scale 1/tseg_Warp_scale
}
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