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cobrav10 wrote:
> Hi all,
>
> Am very new to Povray and am trying to draw a scene of a river flowing
> through a desert. I have looked at the tutoials and am up on the sand and
> water texture stuff, but am unsure how to draw the river and ground
> surfaces. My thoughts are;
>
> draw 2 planes, 1 for the river and 1 for the ground.
> Apply isosurfaces of the texture to them and try to have the ground (bumpy
> so bits are higher than the water.
> Where the water plane intersects the ground (apply I think the intersect
> command) so only the water intersected by the ground (that region) is
> displayed.
>
> Am I on the right track??
>
> Thanks for any help.
Whoops, sorry. Here is the heigtfield source file and some relevant code.
camera {
//*PMName scenecam
perspective
location <-4.67182, 2.77695, -9.20606>
sky <0, 1, 0>
direction <0, 0, 1>
right <1.3333, 0, 0>
up <0, 1, 0>
look_at <-2.82934, 1.07086, -0.537524>
angle 45
}
global_settings {
adc_bailout 0.05
max_trace_level 5
max_intersections 1024
}
//*PMRawBegin
//Standard Includes
#include "stdinc.inc"
#include "kolors/kolors.inc"
#include "textures.inc"
#include "stones.inc"
#include "metals.inc"
union {
//*PMName heightfields
height_field {
//*PMName GroundField
png "/home/rylan/povray-3.6/scenes/botanica_hf.png"
smooth
material {
texture {
pigment {
agate
agate_turb 0.5
turbulence <0, 0, 0>
scale 0.1
color_map {
[ 0 color rgb <0.407843, 0.345098, 0.121569>
]
[ 0.25 color rgb <0.596078, 0.513725, 0.207843>
]
[ 0.5 color rgb <0.458824, 0.392157, 0.156863>
]
}
}
}
}
finish {
diffuse 0.65
crand 0.175
}
scale <20.062, 1.131, 15.919>
rotate <0, 0, 0>
translate <-9.46667, 0, -6.8>
hollow false
}
height_field {
//*PMName WaterField
png "/home/rylan/povray-3.6/scenes/botanica_hf.png"
smooth
material {
texture {
pigment {
agate
agate_turb 0.5
turbulence <0, 0, 0>
scale 0.1
color_map {
[ 0 color rgbft <0.054902, 0.90196, 0.81569, 0.2, 0.45>
]
[ 0.25 color rgbft <0.054902, 0.6902, 0.90196, 0.2, 0.35>
]
[ 0.5 color rgbft <0.10196, 0.49804, 0.63137, 0.2, 0.25>
]
}
}
}
interior {
ior 1.45
caustics 0.1
}
}
normal {
ripples
0.15
turbulence <0.1, 0.1, 0.1>
bump_size 0.15
}
finish {
ambient rgbt <0.45, 0.45, 0.45, 0.25>
diffuse 0.45
brilliance 0.25
roughness 0.2
reflection rgb <0.3, 0.3, 0.3>
crand 0.175
}
scale <20.062, 0.157, 14.78>
rotate <0, 0, 0>
translate <-9.4667, 0.2, -6.1874>
hollow false
}
}
--
Stefan Viljoen
Software Support Technician
Polar Design Solutions
Post a reply to this message
Attachments:
Download 'botanica_hf.png' (33 KB)
Preview of image 'botanica_hf.png'
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Cobrav10 : Yes you are on the right track. I've done this before - also
something similar, a volcano with animated lava flowing down the sides. (I
have this... "thing"... for volcanos and tornados. I grew up in tornado
country, used to chase the darned things).
IF all of the land is higher then the water, then no problem, the water can
just be a plane. HOWEVER if there are "low spots" on the land (nearby
depressions) that are NOT supposed to have water, then you need to clip the
water (or use difference{}, maybe with a big box instead of a plane for the
water). Clip / or make a difference{} between the water (smaller oblong
box) and a replica of a piece of the land (etc).
To animate it, you probably want to use "phase" applied to waves / ripples;
or translate the normals (+texture?) from some point by little steps to
some point until your last point is equivalent to your first. (sorry if
that doesn't make complete sense, I'm tired, past my bedtime).
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