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I played around with isosurfaces for the floor, but I really don't have a
good idea how they work, and also the render time would have gone through
the roof. I also tried to put some heightfield mountains in the scene but I
just couldn't get the scaling right, the end of the tunnel is 200 units away
so it makes sense to play the heightfield far away, more than 1000 units,
but I couldn't get it to look right. Despite these problems and a few others
I have made some progress. The script now automatically creates the mortar
and I have randomly rotated the floor tiles, too much perhaps. One thing I
would like to do would be to randomly add some grass/plants in the cracks on
the floor. I'm not sure quite how to do this. It would be nice if I could
have more plants near the walls of the tunnel, but to do this I would need
some form of a probability function, that would make the likelihood of a
plant appearing greater as you approached the walls. Does anyone know how I
could do this, and at the same time restrict the plants to the mortar
spaces?
I used MegaPov radiosity and an arealight here.
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Attachments:
Download 'Tunnel 2.JPG' (68 KB)
Preview of image 'Tunnel 2.JPG'
![Tunnel 2.JPG](/povray.binaries.images/attachment/%3C3b00d753%40news.povray.org%3E/Tunnel%202.JPG?preview=1)
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I love the floor, I don't like the background, and it looks like the mortar has
an ambient-setting higher than 0...
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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SFSG. Maybe try a slightly rolling heightfield of mossy mud just high enough
to fill in the cracks in the lowest parts of the floor and cover the lowest
parts of the floor tiles.
-Shay
Thomas Lake <tla### [at] home com> wrote in message
news:3b00d753@news.povray.org...
> I played around with isosurfaces for the floor, but I really don't have a
> good idea how they work, and also the render time would have gone through
> the roof. I also tried to put some heightfield mountains in the scene but
I
> just couldn't get the scaling right, the end of the tunnel is 200 units
away
> so it makes sense to play the heightfield far away, more than 1000 units,
> but I couldn't get it to look right. Despite these problems and a few
others
> I have made some progress. The script now automatically creates the mortar
> and I have randomly rotated the floor tiles, too much perhaps. One thing I
> would like to do would be to randomly add some grass/plants in the cracks
on
> the floor. I'm not sure quite how to do this. It would be nice if I could
> have more plants near the walls of the tunnel, but to do this I would need
> some form of a probability function, that would make the likelihood of a
> plant appearing greater as you approached the walls. Does anyone know how
I
> could do this, and at the same time restrict the plants to the mortar
> spaces?
>
> I used MegaPov radiosity and an arealight here.
>
>
>
Post a reply to this message
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Thomas Lake wrote:
>
> I played around with isosurfaces for the floor, but I really don't have a
> good idea how they work, and also the render time would have gone through
> the roof. I also tried to put some heightfield mountains in the scene but I
> just couldn't get the scaling right, the end of the tunnel is 200 units away
> so it makes sense to play the heightfield far away, more than 1000 units,
> but I couldn't get it to look right. Despite these problems and a few others
> I have made some progress. The script now automatically creates the mortar
> and I have randomly rotated the floor tiles, too much perhaps.
The floor looks quite good IMO, the walls are a bit strange though: they
are very straight in total, but the position of the single bricks varies
extremely. Also the mortar seems too bright in the shadow.
> One thing I
> would like to do would be to randomly add some grass/plants in the cracks on
> the floor. I'm not sure quite how to do this.
Just choose random positions and round to the nearest gap in one
direction.
> It would be nice if I could
> have more plants near the walls of the tunnel, but to do this I would need
> some form of a probability function, that would make the likelihood of a
> plant appearing greater as you approached the walls. Does anyone know how I
> could do this, and at the same time restrict the plants to the mortar
> spaces?
You can achieve different propabilities by using things like:
#if(rand(Seed)<0.2)
This example would give a propability of 1/5.
Normally you would not need such constructions, because you can simply
influence the total number of plants in one section.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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