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Hi
can anyone please tell me how to create a heightfield using the f_ridged_mf
function.
I have read various things from around the web and from the POV
documentation but all of my results have been very strange.
Thanks in advance
Davey B
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Coded on the fly:
#include "functions.inc"
camera {
location <0,5,-10>
look_at 0}
light_source {<50,50,-50> rgb 1}
height_field {
function 500,500 {
pigment {function {
f_ridged_mf(x,y,z,
0.05,// H
2.8,// Lacunarity
6,// Octaves
0.7,// Offset
0.9,// Gain
3//P5
) } }}
pigment {rgb 1}
translate -0.5
scale <10,2,10>
}
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
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Thanks JRG
I am trying to make some nice realistic looking water.
My efforts are not going too good atm but I will continue experimenting.
Currently I am getting troughs where I want ridges and vice versa.
Thanks again
Davey B
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F_ridged_mf is very indicated for that purpose.
Funnily I copy-pasted the settings for the function from this scene:
http://digilander.iol.it/jrgpov/images/boat2.jpg
But large heightfields are very memory consuming and don't look always that good. For
the image above I used an isosurface.
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
"Davey B" <kryten@*NOSPAM*totalise.co.uk> ha scritto nel messaggio
news:3c389c8b@news.povray.org...
> Thanks JRG
>
> I am trying to make some nice realistic looking water.
> My efforts are not going too good atm but I will continue experimenting.
> Currently I am getting troughs where I want ridges and vice versa.
>
> Thanks again
>
> Davey B
>
>
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That is a fantastic image, I have seen it before but it still amazes me when
I see it.
I have not used iso-surfaces yet (in fact this is the first time I have had
a tinker with functions) but it is something I really should try and get my
head round.
If you feel like giving any hints I would be very appreciative.
Davey B
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Davey B wrote:
> That is a fantastic image, I have seen it before but it still amazes me when
> I see it.
Naah. It's a one-day-project abandoned that same day for lack of ispiration.
> I have not used iso-surfaces yet (in fact this is the first time I have had
> a tinker with functions) but it is something I really should try and get my
> head round.
>
> If you feel like giving any hints I would be very appreciative.
I've posted the code for the sea to povray.binaries.scene-files (but it doesn't look
exactly the same with this beta).
Hope this helps. :)
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
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Thank you very much for all your help
Davey B
P.S You are also a very modest man :)
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