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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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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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