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I'm looking for a royalty free height field to use with this latest
version. Since I added the pool I thought more water was kind of
redundant. The height field should mostly be flat-ish with gradual hills
at the edges. Comments/contributions appreciated!
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Jim Holsenback <nom### [at] nomail com> wrote:
> I'm looking for a royalty free height field to use with this latest
> version. Since I added the pool I thought more water was kind of
> redundant. The height field should mostly be flat-ish with gradual hills
> at the edges. Comments/contributions appreciated!
How about this? I knocked it up recently for some lego rendering, adapt as you
see fit if it's useful :)
#declare RingRadius = 2;
#declare MountainSize = 1;
#declare MountainHeight = 2;
#declare FieldSize = 8;
#declare FieldRes = 250;
#declare Ring_fn = function {
select( sqrt(x*x + y*y + z*z)-RingRadius, 0, pow(sin((1/RingRadius)*(sqrt(x*x +
y*y + z*z)-RingRadius)), 2))
}
#declare Mountain_fn = function {
pigment {
bozo turbulence 0.1
color_map { [0 rgb 0] [1 rgb 1] }
scale MountainSize }
}
#declare MountainRing = height_field {
function 750, 750 {
Ring_fn(FieldSize*(x-0.5), FieldSize*(y-0.5), 0) *
Mountain_fn(FieldSize*x,FieldSize*y,0).x }
smooth
translate <-0.5, 0, -0.5>
scale <FieldSize, 1, FieldSize>
scale <1, MountainHeight, 1>
}
---
Bill
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On 08/18/2011 05:11 PM, Bill Pragnell wrote:
> Jim Holsenback<nom### [at] nomail com> wrote:
>> I'm looking for a royalty free height field to use with this latest
>> version. Since I added the pool I thought more water was kind of
>> redundant. The height field should mostly be flat-ish with gradual hills
>> at the edges. Comments/contributions appreciated!
>
> How about this? I knocked it up recently for some lego rendering, adapt as you
> see fit if it's useful :)
>
> #declare RingRadius = 2;
> #declare MountainSize = 1;
> #declare MountainHeight = 2;
> #declare FieldSize = 8;
> #declare FieldRes = 250;
>
> #declare Ring_fn = function {
> select( sqrt(x*x + y*y + z*z)-RingRadius, 0, pow(sin((1/RingRadius)*(sqrt(x*x +
> y*y + z*z)-RingRadius)), 2))
> }
>
> #declare Mountain_fn = function {
> pigment {
> bozo turbulence 0.1
> color_map { [0 rgb 0] [1 rgb 1] }
> scale MountainSize }
> }
>
> #declare MountainRing = height_field {
> function 750, 750 {
> Ring_fn(FieldSize*(x-0.5), FieldSize*(y-0.5), 0) *
> Mountain_fn(FieldSize*x,FieldSize*y,0).x }
> smooth
> translate<-0.5, 0, -0.5>
> scale<FieldSize, 1, FieldSize>
> scale<1, MountainHeight, 1>
> }
>
> ---
> Bill
>
>
thanks ... i'll take it out for a spin ;-)
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