|
 |
yesbird <sya### [at] gmail com> wrote:
> It's possible to pass a noisy hi-res mesh from ZBrush, as I'm doing now,
> but this is not 'pure' POV-way and import takes some 'non-zero' time.
>
If you create your mesh with macros you can use (noise)functions to displace
vertices of the mesh. Here an example using crackle pattern for displacement.
---%<------%<------%<---
#version 3.8;
#include "meshmaker.inc"
global_settings {assumed_gamma 1.0}
camera {
location <0,1,-10>
look_at <0,0,0>
angle 20
}
light_source { <500,500,-500> rgb <1,0.9,0.8> }
light_source { <-100,100,-500> rgb <0.3,0.3,0.5> }
#declare Crack= function {
pigment {
crackle
colour_map{
[0, rgb .01]
[1, rgb .05]
}
scale 0.05
}
}
#declare R= function(u,v) {
Crack(u,v,0).gray * 5
}
#declare F1= function(u,v){(.5+R(u,v))*cos(u)}
#declare F2= function(u,v){(.5+R(u,v))*sin(u)}
#declare F3= function(u,v){v - R(u,v)} // pull the spikes up
object{
Parametric(
F1, F2, F3,
<0, -1>,
<2*pi, 1>,
500, 500, ""
)
uv_mapping
pigment{rgb 1}
finish{specular 0.5}
rotate <60,0,0>
}
---%<------%<------%<---
ingo
Post a reply to this message
|
 |