POV-Ray : Newsgroups : povray.advanced-users : Height_field fading.... Server Time
1 Nov 2024 17:21:22 EDT (-0400)
  Height_field fading.... (Message 1 to 2 of 2)  
From:  Light Beam 
Subject: Height_field fading....
Date: 30 Apr 2002 14:02:53
Message: <3ccedc4d@news.povray.org>
Hi all, I'm found a function to create very smoothed height_field but there
is still a problem there for me... How can I aplly a radial fading to this
height_field to transform it in a little hill and avoid the height_field to
look like a "Flag" floating in the air... you know what I mean ? like
"Soften edge" function you can find in Bryce or Vue2... Thanks !


light_source {z*10000 rgb 1.5 rotate y*50 rotate z*-20}

camera {  //  Camera StdCam
  location  <    0.000,      -8.000,        5.000>
  sky       <    0.00000,     0.00000,     1.00000> // Use right
handed-system
  up        <        0.0,         0.0,         1.0> // Where Z is up
  right     <    1.35836,         0.0,         0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
  angle         40.00000    // Vertical      30.000
  look_at   <      0.000,       0.000,       0.000>
}

plane {z,0 pigment {color rgb <0.8, 0.8, 0.5>}}

#declare P1=function{pattern{spherical turbulence 0.3 scale 0.1}}
#declare P2=function{pattern{bumps turbulence 0.3 scale 0.5}}

height_field{function 300,300{P1(x,y,z)*0.3+P2(x,y,z)}
  translate <-0.5,0,-0.5>
  scale <4.0, 1.0, 4.0>
  texture {pigment {rgb 0.5}}
  rotate x*90
 }


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From: bob h
Subject: Re: Height_field fading....
Date: 30 Apr 2002 18:14:19
Message: <3ccf173b@news.povray.org>
Maybe similar to this?

#declare P0=function{pattern{spherical sine_wave frequency -1 scale .825
translate <.5,.5,0>}}
#declare P1=function{pattern{spherical turbulence 0.3 scale 0.1}}
#declare P2=function{pattern{bumps turbulence 0.3 scale 0.5}}

difference {
box {0,1 scale 0.9999}
height_field{function 300,300{(P1(x,y,z)*0.3+P2(x,y,z))*P0(x,y,z)}
inverse
}
  translate <-0.5,0,-0.5>
  scale <4.0, 1.0, 4.0>
  texture {pigment {rgb 0.5}}
  rotate x*90
 }


bob h


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