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I've managed to add turbulence to the grass texture without wrecking the 3d
illusion.
Besides that I've tweaked the color and thickness of the blades of grass.
That's it basically...
Now working on making an include file out of it.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
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Attachments:
Download 'fgrass2_test2.mpg' (483 KB)
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"Rune" <run### [at] mobilixnetdk> wrote in message
news:3ca378df@news.povray.org...
> I've managed to add turbulence to the grass texture without wrecking the
3d
> illusion.
This is astounding, to think that this is a texture and not a mesh or
something!
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This definetely looks better!
Though I still think that placing objects on that sort
of grass looks a little odd. It is good all by itself,
but if there is some possibility, you should look if
you can get something with transparent layers to
make objects "fade" into the grass.
But those matters aside, it looks terrific!
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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looks good!
Hmm... Looks VERY good! :)
Am I wrong, or could this technique also be used to simulate fur?
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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"Zeger Knaepen" wrote:
> looks good!
> Hmm... Looks VERY good! :)
Thanks! :)
> Am I wrong, or could this technique also be
> used to simulate fur?
No, it would require me to have access to the normal of a surface inside a
function, just as I currently have access to the intersection point. :(
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
Post a reply to this message
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> > Am I wrong, or could this technique also be
> > used to simulate fur?
> No, it would require me to have access to the normal of a surface inside a
> function, just as I currently have access to the intersection point. :(
hmmm, too bad...
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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> > > Am I wrong, or could this technique also be
> > > used to simulate fur?
I was about to say that! It just needs scaling to be smaller (I think)
> > No, it would require me to have access to the normal of a surface inside
a
> > function, just as I currently have access to the intersection point. :(
> hmmm, too bad...
trace() can give normal vectors
--
__________________
RAY
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"RAY" wrote:
> trace() can give normal vectors
But I can't use trace() inside a function, now can I...! ;)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
Post a reply to this message
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