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Nice city!
Are the cells generated with a normal in the texture or are random boxes
placed using the normal?
Can I see the source?
Thank you,
Paolo
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Paolo Gibellini nous illumina en ce 2008-09-16 11:19 -->
> Nice city!
> Are the cells generated with a normal in the texture or are random boxes
> placed using the normal?
> Can I see the source?
> Thank you,
> Paolo
Looks like the cell pattern used as a hight field or an isosurface.
--
Alain
-------------------------------------------------
You know you've been raytracing too long when you're starting to find these
quotes more unsettling than funny.
-- Alex McLeod a.k.a. Giant Robot Messiah
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Mmm. I've replicated the outline of the heightfield using a bozo
pigment, but not the normal: I'm not able to obtain such big cells using
cell pattern as normal.
;-)
Paolo
>Alain on date 16/09/2008 22:49 wrote:
> Looks like the cell pattern used as a hight field or an isosurface.
>
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Paolo Gibellini <p.g### [at] gmail com> wrote:
> Nice city!
> Are the cells generated with a normal in the texture or are random boxes
> placed using the normal?
> Can I see the source?
> Thank you,
> Paolo
-----------------
Hi, this may still be a bit obfuscated; I didn't check that every single line
were critical to running the rendering.
-------------------
#declare SunPos= <100,141.0,-.150>;
light_source{<30,100, -30> color rgb 0.4+0.2*x}
light_source{<-0,100, -30> color rgb 0.4+0.2*z}
#include "colors.inc"
#include "functions.inc"
#declare funky2=function{pigment{bumps scale 0.150}}
#declare bozoy=pigment{bozo scale 0.05}
#declare bozoy2=pigment{bozo scale 0.10 translate 11}
#declare celly=pigment{cells scale 0.008}
#declare leopy=pigment{leopard scale 0.025 rotate 45*z}
#declare celly2=pigment{cells scale 0.05 translate 11}
#declare celly3=pigment{cells scale 0.025 translate 2*z}
#declare bumpy=pigment{bumps scale 0.1}
#declare hh=clock;
#declare avey=pigment{average
pigment_map{
[1.0 bozoy]
[0.05 bumpy]
[0.08 celly]
}
}
#declare funky=function{pigment{avey}}
#declare OceanBot=texture{pigment{rgb <0.22,0.40,0.48>} finish{reflection {
0.1,0.5 }} }
#declare OceanShal=texture{pigment{rgb <0.40,0.58,0.62>}finish{reflection {
0.1,0.5 }} }
#declare Shore=texture{pigment{rgb <0.71,0.71,0.69>} finish{ambient 0.5}}
#declare Brownness=texture{pigment{Brown/2+White/2} finish{ambient 0.25}}
#declare Whiteness=texture{pigment{rgb 0.8} finish{ambient 0.25}}
#declare Shoremix=texture{ bumps
texture_map{
[0.0 Brownness]
[1 Whiteness]
}
scale 0.001
}
#declare Forest=texture {
pigment{slope {SunPos}
pigment_map{
[0.0 rgb 0.20*<0.84,1.0,0.55>]
[1.0 rgb 0.48*<0.84,1.0,0.51>]
}
}
}
#declare Oceanmix=texture{ bumps
texture_map{
[0 OceanBot]
[1 OceanShal]
}
scale 0.1
}
#declare hfqual=700;
height_field {
function hfqual,hfqual {pow(funky(x,y,z).grey,3)} //smooth
texture{gradient y
texture_map{
[0.00 Oceanmix]
[0.07 Oceanmix]
[0.07 Shoremix ]
[0.09 Shoremix ]
[0.09 Forest]
[0.22 Forest]
[0.22 Shoremix]
[1.00 Shoremix]
}
} translate <-0.5,0,-0.5> scale <5,1,5> }
camera{
location <0,4.5,-2.>
look_at 0
angle 35
}
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Thank you, gregjohn!
I have understand now: in my tests I have used a simple texture with
normal, but the trick is done using a texture_map.
I like works like these, simple but evocative,
;-)
Paolo
>gregjohn on date 15/10/2008 02:57 wrote:
> Paolo Gibellini <p.g### [at] gmail com> wrote:
>> Nice city!
>> Are the cells generated with a normal in the texture or are random boxes
>> placed using the normal?
>> Can I see the source?
>> Thank you,
>> Paolo
>
>
> -----------------
> Hi, this may still be a bit obfuscated; I didn't check that every single line
> were critical to running the rendering.
>
> -------------------
>
>
> #declare SunPos= <100,141.0,-.150>;
>
> light_source{<30,100, -30> color rgb 0.4+0.2*x}
> light_source{<-0,100, -30> color rgb 0.4+0.2*z}
>
> #include "colors.inc"
> #include "functions.inc"
>
> #declare funky2=function{pigment{bumps scale 0.150}}
>
> #declare bozoy=pigment{bozo scale 0.05}
> #declare bozoy2=pigment{bozo scale 0.10 translate 11}
> #declare celly=pigment{cells scale 0.008}
> #declare leopy=pigment{leopard scale 0.025 rotate 45*z}
> #declare celly2=pigment{cells scale 0.05 translate 11}
> #declare celly3=pigment{cells scale 0.025 translate 2*z}
> #declare bumpy=pigment{bumps scale 0.1}
>
> #declare hh=clock;
>
> #declare avey=pigment{average
> pigment_map{
> [1.0 bozoy]
> [0.05 bumpy]
> [0.08 celly]
> }
> }
>
>
> #declare funky=function{pigment{avey}}
>
>
> #declare OceanBot=texture{pigment{rgb <0.22,0.40,0.48>} finish{reflection {
> 0.1,0.5 }} }
> #declare OceanShal=texture{pigment{rgb <0.40,0.58,0.62>}finish{reflection {
> 0.1,0.5 }} }
> #declare Shore=texture{pigment{rgb <0.71,0.71,0.69>} finish{ambient 0.5}}
>
> #declare Brownness=texture{pigment{Brown/2+White/2} finish{ambient 0.25}}
> #declare Whiteness=texture{pigment{rgb 0.8} finish{ambient 0.25}}
>
> #declare Shoremix=texture{ bumps
> texture_map{
> [0.0 Brownness]
> [1 Whiteness]
> }
> scale 0.001
> }
>
> #declare Forest=texture {
>
> pigment{slope {SunPos}
> pigment_map{
> [0.0 rgb 0.20*<0.84,1.0,0.55>]
> [1.0 rgb 0.48*<0.84,1.0,0.51>]
> }
> }
> }
>
>
>
> #declare Oceanmix=texture{ bumps
> texture_map{
> [0 OceanBot]
> [1 OceanShal]
> }
> scale 0.1
> }
>
> #declare hfqual=700;
>
> height_field {
> function hfqual,hfqual {pow(funky(x,y,z).grey,3)} //smooth
> texture{gradient y
> texture_map{
> [0.00 Oceanmix]
> [0.07 Oceanmix]
> [0.07 Shoremix ]
> [0.09 Shoremix ]
> [0.09 Forest]
> [0.22 Forest]
> [0.22 Shoremix]
> [1.00 Shoremix]
> }
> } translate <-0.5,0,-0.5> scale <5,1,5> }
>
> camera{
> location <0,4.5,-2.>
> look_at 0
> angle 35
>
> }
>
>
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