My problem is this - I want a hf of a slanted
hill/cliff with
a different texture on top to the bare rock shown at the sides (the
exposed
cliff).
At the moment I am doing it by having two copies of the
hf, one
of them scaled slightly higher in the Y direction and set slightly back
and
left. This isn't very satisfactory for a variety of reasons (I can't get
any
turbulence in to the edge apart from anything else, which leads to an
over-regular thickness of the two materials).
Is there a better
way to do
this?
Current code and image below.
height_field // white
cliff
{
tga
"c1.tga"
smooth
scale
<300, 75, 400>
translate <-175,-5,-50>
pigment
{rgb<1,1,1>}
}
height_field // green
cliff
{
tga
"c1.tga"
smooth
scale
<300, 80, 400>
translate
<-176,-5,-49>
pigment
{rgb <0,1,0>}
}
// An infinite planar surface
//
plane
{<A, B, C>, D } where: A*x + B*y + C*z =
D
plane
{
y, -1.0
pigment{rgb<1,1,0>}
}