POV-Ray : Newsgroups : povray.general : 3.5 heightfield pattern question : Re: 3.5 heightfield pattern question Server Time
19 Nov 2024 07:18:52 EST (-0500)
  Re: 3.5 heightfield pattern question  
From:
Date: 6 Apr 2002 10:20:10
Message: <a33uau09rosfc3ibksucat6406prq3auo4@4ax.com>
On Sat, 06 Apr 2002 08:50:42 -0600, "Tom A." <tar### [at] my-dejacom> wrote:
> One thing I hoped to do was combine a heightfield with a granite pattern
> (for mountains) with some other math functions (something like a sin
> function so the edges of the mountains reduce to the foothills.)  Yet it
> appears that the pattern cannot be mixed with the math functions - is
> this true?  Or am I overlooking something.

IIRC you participated Shortest Code Contest. Take a look at my entry 
http://10best.raytrace.com/short/ks3_800.JPG
http://10best.raytrace.com/short/ks3.pov
There is mixed usage of 3 types of function: math, spline and pattern.
Chapter 6.1.6.

Also look at below sample:
#local F1=function{pattern{agate}};
#local F2=function( a,b ) { a*b };
#local F3=function{pigment{granite}};
#local F4=function{spline{0,x,1,z}};
#local F=function{ F1(x,y,z) + F2(x,y) + F3(x,y,z).red + F4(z).x };

> Also, once I have my hightfield, I have heard that there is a way to
> find intersections, so that I can place objects correctly on the
> mountain.  I saw the <mumble mumble>

trace

> Intersection function which takes a
> vector, a position, and a third parameter, but I am not seeing what that
> third parameter is?

Direction of ray sended for intersection with object
Chapter 6.1.4.6  

ABX


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