sky_sphere { pigment { color rgb 1 } } light_source { <0, 1000, -1000> color rgb 1 } camera { location <2, 10, -20> look_at <2, 0, 2> angle 20 } #declare xdem=5; #declare zdem=5; #declare sp=1; #declare norm=<0, 0, 0>; #declare vertices=array[zdem][xdem] { { <0, 0.5, 0>, <1, 0.7, 0>, <2, 0.85, 0>, <3, 0.93, 0>, <4, 0.76, 0>}, { <0, 0.42, 1>, <1, 0.65, 1>, <2, 0.71, 1>, <3, 0.91, 1>, <4, 0.69, 1>}, { <0, 0.35, 2>, <1, 0.54, 2>, <2, 0.6, 2>, <3, 0.87, 2>, <4, 0.58, 2>}, { <0, 0.39, 3>, <1, 0.69, 3>, <2, 0.74, 3>, <3, 1.03, 3>, <4, 0.75, 3>}, { <0, 0.51, 4>, <1, 0.88, 4>, <2, 0.95, 4>, <3, 1.23, 4>, <4, 0.92, 4>} } #declare relief= mesh2 { vertex_vectors { xdem*zdem, #declare a=0; #while (a, <5, 1, 6>, <1, 2, 6>, <6, 2, 7>, <2, 3, 7>, <7, 3, 8>, <3, 4, 8>, <8, 4, 9>, <5, 6, 10>, <10, 6, 11>, <6, 7, 11>, <11, 7, 12>, <7, 8, 12>, <12, 8, 13>, <8, 9, 13>, <13, 9, 14>, <10, 11, 15>, <15, 11, 16>, <11, 12, 16>, <16, 12, 17>, <12, 13, 17>, <17, 13, 18>, <13, 14, 18>, <18, 14, 19>, <15, 16, 20>, <20, 16, 21>, <16, 17, 21>, <21, 17, 22>, <17, 18, 22>, <22, 18, 23>, <18, 19, 23>, <23, 19, 24> } texture { pigment { color rgb <0.5, 0.2, 0.9> } finish { ambient 0.1 diffuse 1 brilliance 0.4 } } } #declare normals=array[zdem][xdem]; #declare a=0; #while (a; #declare svt=trace(relief, svp, -y, norm); #if (norm.x!=0 & norm.y!=0 & norm.z!=0) #warning "OK!" #declare avx=avx+norm.x; #declare avy=avy+norm.y; #declare avz=avz+norm.z; #declare i=i+1; #end #declare c=c+1; #end #declare normals[a][b]=; #declare b=b+1; #end #declare a=a+1; #end #declare relief_s= mesh2 { vertex_vectors { xdem*zdem, #declare a=0; #while (a, <5, 1, 6>, <1, 2, 6>, <6, 2, 7>, <2, 3, 7>, <7, 3, 8>, <3, 4, 8>, <8, 4, 9>, <5, 6, 10>, <10, 6, 11>, <6, 7, 11>, <11, 7, 12>, <7, 8, 12>, <12, 8, 13>, <8, 9, 13>, <13, 9, 14>, <10, 11, 15>, <15, 11, 16>, <11, 12, 16>, <16, 12, 17>, <12, 13, 17>, <17, 13, 18>, <13, 14, 18>, <18, 14, 19>, <15, 16, 20>, <20, 16, 21>, <16, 17, 21>, <21, 17, 22>, <17, 18, 22>, <22, 18, 23>, <18, 19, 23>, <23, 19, 24> } texture { pigment { color rgb <0.5, 0.2, 0.9> } finish { ambient 0.1 diffuse 1 brilliance 1} } } object { relief } // change this to relief_s in order to render the smoothed version of the mesh2