|
![](/i/fill.gif) |
Well, I hope not :-)
Attached is a simple example of a music logo generated from a height field.
Not very exciting, but I think the method has potential.
A question for the experts: Any ideas on how I can minimize the rough edges
that seem to be intrinsic to this method?
#include "colors.inc"
#include "skies.inc"
#include "metals.inc"
#include "finish.inc"
light_source { < 1000, 1000, -1000 > color White }
camera
{
location < -200, 200, -1000 >
look_at < 0, 0, 0 >
angle 7
}
object
{
height_field
{
png "Fragile.png"
water_level 0.05
}
rotate < -90, 0, 0 >
scale < 100, 100, 100 >
translate < -40, -60, 50 >
texture { T_Chrome_2C }
pigment
{
gradient y
pigment_map
{
[ 0.0 rgb < 0, 1, 0 > ]
[ 0.5 rgb < 1, 0, 1 > ]
[ 1.0 rgb < 0, 0, 1 > ]
}
scale 80
translate < 0, 30, 0 >
}
}
sky_sphere { S_Cloud1 scale 0.2 rotate 15 * x }
Post a reply to this message
Attachments:
Download 'Fragile.jpg' (79 KB)
Preview of image 'Fragile.jpg'
![Fragile.jpg](/povray.binaries.images/attachment/%3C3aabf932%40news.povray.org%3E/Fragile.jpg?preview=1)
|
![](/i/fill.gif) |