|
|
hello,
in a new image i want to render rust on a cylindrical surface. approach until now:
rust should be a function with a pattern, pattern should be an height_field or a
normal and this should be used with a cylinder.
my readings were Chris Hormann's water tutorial and some other web-material. but the
results are bad: i even do not get a height field. using normals Povray says a numeric
expression is missing.
i thought about isisurfaces, but they are too slow.
can anybody tell me if my approach is wrong way or if i made other programming
mistakes.
more information follows if wished (tell me what, please).
best regards
the construction until now is:
#declare fn_rostbeule =
function{ pattern {
bozo turbulence 0.65
octaves 6 omega 0.7 lambda 2
rotate<10,20,0>
scale <0.3, 0.4, 0.2>*30
}}//pattern,function
#declare fn_rostbeule_hf =
function {
y-fn_rostbeule(x,0,z)*0.5
}
object{ [..]
texture{
pigment { [..]
}} //pigment, texture
texture{
pigment { [..]
}} //pigment, texture
normal {
bump_map{
function {
fn_rostbeule_hf(x,y,z)*10
}
scale 10
}
}
translate y*3
rotate y*-75
}
Post a reply to this message
|
|
|
|
Wasn't it marabou who wrote:
>hello,
>
>in a new image i want to render rust on a cylindrical surface. approach until
>now: rust should be a function with a pattern, pattern should be an height_field
>or a normal and this should be used with a cylinder.
If you want to use a normal, there's no reason to wrap the normal
function around the cylinder. Just apply the normal to the cylinder
unwrapped.
cylinder {p1,p2,r
texture {Whatever}
normal {bozo turbulence 0.65
octaves 6 omega 0.7 lambda 2
rotate<10,20,0>
scale <0.3, 0.4, 0.2> * 30
}
}
--
Mike Williams
Gentleman of Leisure
Post a reply to this message
|
|