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I use the stacked plane method, I'll send you some code this evening. I too
have had hideous results with media but I'll keep on trying Abe seems to
have mastered it though.
For the ground fog, a thin box of planar mapped density media works well,
emission with some absorption in the inverse colour.
Mick
--
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http://www.minda.swinternet.co.uk/index.htm
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"Lummox JR" <Lum### [at] aolcom> wrote in message
news:38A### [at] aolcom...
> I'm trying to figure out how to put in some decent clouds and a nice
> ground-fog effect with the sand. (I tried the old bozo clouds; no good.
> My attempts with media have been hideous, both with the clouds and the
> blown dust. For clouds I'm looking for sparse cumulus or cirrus, or a
> mix of the two.) I'm not married to the CD design either; I just made up
> something that looked passable, but I'd take a more realistic version
> any day.
> Some of you might have seen this image before with a height field used
> for the sand. As you can guess, that wasn't very successful and I
> finally abandoned it. Instead I'm using an isosurface, rendered with the
> Superpatch.
> Since I've done next to nothing with atmospheric media, tending instead
> to work with emissives (which are easier by far), I figured some
> criticism by the masters would go a long way. (I'm particularly
> interested in hearing if Mick Hazelgrove has any input on the clouds.)
>
> Lummox JR
>
----------------------------------------------------------------------------
----
----------------------------------------------------------------------------
----
> // Cover for CD -- Circa 1992
>
> #include "colors.inc"
> #include "textures.inc"
>
> camera {
> location <0,5,0>+<0,0,-5*2>
> direction <0,0,1.5*2>
> right <2,0,0>
> up <0,1,0>
> look_at <0,5,0>
> }
>
> light_source {
> <-2000,30000,10000> color White
> }
>
> // sky
> object {
> sphere {<0,0,0>,50000 inverse}
> texture {
> pigment {
> gradient y
> scale 60000
> color_map {
> [0 color rgb<.3,.3,1>]
> [0.25 color rgb<.6,.6,1>]
> }
> }
> finish {ambient 1 diffuse 0}
> }
> }
>
> // sand
> light_source {<0,5,0>+<0,0,-5*2> color White}
> #declare F1=function{cos(x+abs(sin(x*2)))}
> #declare F2=function {
> y-(
> (F1(sqrt(sqr(x+50)+sqr(z-15))*30+noise3d(x,z,y/10)*5,0,0)+1.1)
> +(cos(sqrt(sqr(x+10)+sqr(z+30))*15+noise3d(x,z,y/10)*10)+1)
> )/8
> }
>
> isosurface {
> function {F2(x,y,z)}
> method 2
> max_gradient 10
> accuracy 0.001
> normal
> bounded_by {box {0,1}}
> translate -0.5
> scale <500,40,500>
> scale .2
> translate <-7.5,0,-5>
> translate y*7.75
> texture {
> pigment {
> granite
> color_map {
> [0 color rgb <1,0.8,0.5>]
> [1 color rgb <1.1,0.9,0.7>]
> }
> scale 10
> }
> finish {diffuse 0.8}
> normal {bumps 0.2 scale 0.02}
> }
> }
>
> object {
> merge {
> intersection {
> cylinder {<0,0,-0.005>,<0,0,0.005>, .25}
> cylinder {<0,0,-1>,<0,0,1>,(1/48) open inverse}
> texture {
> Glass
> finish {ior 1.1}
> }
> }
> intersection {
> cylinder {<0,0,-0.006>,<0,0,0.006>, .24}
> cylinder {<0,0,-1>,<0,0,1>,(1/24) open inverse}
> texture {
> Chrome_Texture
> pigment {
> radial
> pigment_map {
> [0.1 rgb<1,1,1>]
> [0.2 rgb<2,0,0>]
> [0.25 rgb<2,1.5,0>]
> [0.275 rgb<1.2,1.2,.4>]
> [0.29 rgb<.6,1,.6>]
> [0.3 rgb<1,1,1>]
> [0.6 rgb<1,1,1>]
> [0.625 rgb<.6,1,.6>]
> [0.63 rgb<.4,1.2,1.2>]
> [0.65 rgb<0,0,2>]
> [0.7 rgb<1.5,0,2>]
> [0.75 rgb<1,1,1>]
> }
> rotate <-90,0,0>
> rotate <0,0,90>
> }
> }
> }
> }
> rotate <0,-20,0>
> rotate <40,0,0>
> translate <2.5,4,-0.5>
> }
>
> #declare mcmxcii=text {ttf "C:\Windows\Fonts\Times.ttf" "MCMXCII" 0.1,0
scale <0.25,0.25,1>}
>
> object {
> intersection {
> box {<-0.75,-0.375,-0.25>,<0.75,0.375,0.25>}
> object {
> mcmxcii
> inverse
> translate
<-max_extent(mcmxcii).x/2,-max_extent(mcmxcii).y/2,-0.3>
> texture {
> pigment {color rgb <0.6,0.5,0.4>}
> normal {bumps 0.5 scale 0.01}
> finish {ambient 0.5 diffuse 0.2}
> }
> }
> bounded_by {box {<-0.751,-0.3751,-0.251>,<0.751,0.3751,0.251>}}
> }
> texture {
> pigment {color rgb <0.6,0.5,0.4>}
> normal {bumps 0.5 scale 0.01}
> finish {ambient 0.5 diffuse 0.7}
> }
> rotate <0,10,0>
> rotate <50,0,0>
> translate <1,4.25,1>
> }
>
> object {
> intersection {
> plane {y+x,0 translate <0,120,0>}
> plane {y-x,0 translate <0,120,0>}
> plane {y+z,0 translate <0,120,0>}
> plane {y-z,0 translate <0,120,0>}
> plane {-y,0}
> }
> rotate <0,-20,0>
> translate <100,-20,750>
> texture {
> pigment {rgb <1,0.9,0.6>}
> finish {ambient 0.4}
> normal {bumps 0.5 scale 0.5}
> }
> }
>
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