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Hi
Several people have asked for the grass texture in Mountain Valley, so here
it is.
#declare Base_Tex =
texture {
pigment {
granite
turbulence 3
color_map {
[0.000 color rgb <0.5, 0.5, 0.2>]
[0.25 color rgb <0.7, 1, 0.2>]
[0.5 color rgb <1, 0.4, 0.2>]
[0.75 color rgb <.5, 0.9, 0.2>]
[1 color rgb <0.3, 0.9, 0.2>]
}
scale 0.035
}
finish{specular .25 }
normal{
average normal_map{
[0.0 bumps 150 scale 30]
[0.2 dents 50 scale 12.5 turbulence .3]
[0.6 bump_map{ gif "GBM4.gif" bump_size 50} rotate x*90
rotate y*45 scale 30 ]
[1.0 wrinkles 25 scale 5 scallop_wave rotate z*30]
}//end of normal map
rotate z*15 turbulence .4
}//end of normal dec
}
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Attachments:
Download 'GBM4.gif' (62 KB)
Preview of image 'GBM4.gif'
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Hi,
I just read this and liked your rendering very much. What I like best about
it though is your sky & clouds. Any chance you'd be willing to share your
cloud code with the rest of the world?
Thanks/Greetings
--> R
Mick Hazelgrove wrote:
> Hi
>
> Several people have asked for the grass texture in Mountain Valley, so
> here it is.
>
> #declare Base_Tex =
> texture {
> pigment {
> granite
> turbulence 3
> color_map {
> [0.000 color rgb <0.5, 0.5, 0.2>]
> [0.25 color rgb <0.7, 1, 0.2>]
> [0.5 color rgb <1, 0.4, 0.2>]
> [0.75 color rgb <.5, 0.9, 0.2>]
> [1 color rgb <0.3, 0.9, 0.2>]
> }
> scale 0.035
> }
> finish{specular .25 }
> normal{
> average normal_map{
> [0.0 bumps 150 scale 30]
> [0.2 dents 50 scale 12.5 turbulence .3]
> [0.6 bump_map{ gif "GBM4.gif" bump_size 50} rotate x*90
> rotate y*45 scale 30 ]
> [1.0 wrinkles 25 scale 5 scallop_wave rotate z*30]
> }//end of normal map
> rotate z*15 turbulence .4
> }//end of normal dec
> }
Post a reply to this message
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Hi
Gosh That's and old picture!
I use Jaimes layered planes method or media for clouds:
here's the plane method
#declare Cheight=2800;
#declare Bdist=30;
#declare Tdist=30;
#declare Nboxes=30;
#declare Count=1;
#while (Count<=Nboxes)
#declare CldtopCol = color rgbt<1,1,.9,.1>;
#declare BaseCol = color rgbt<.75,.6,.98,.125>*1.5;
#declare FBaseCol=BaseCol*(1-(Count/Nboxes))+CldtopCol*(Count/Nboxes);
box{<-100000,-0.0000001,-100000><10,0.0,100000>
texture{
pigment{
spotted
octaves 9
lambda 2.3
omega 0.575
turbulence 3
color_map{
[0.0 rgbt 1]
[0.5 rgbt 1]
[1.0 FBaseCol filter .75*(Count/Nboxes)]
}
scale 10000/2
scale <1.5,1,1>
}
translate <0,(Cheight+Tdist*Count),0>
}
translate <-2000,(Cheight+Bdist*Count),0>
finish{ambient .45+(1.25*((Count/Nboxes)/1.875)) specular 1}
rotate y*90
rotate x*2.5
hollow
}
#declare Count=Count+1;
#end
Here's an example of media clouds developed from code by Kevin Ellis:
#declare Rad = 2500000 / (2 * pi);
difference {
sphere { 0,Rad}
sphere {0,Rad-15000}
material{
texture{
pigment{ rgbf 1}
}
interior{
media{
scattering {2,<.01,.012,.01>/2.75 extinction 1/2.75 }
method 3
samples 15,15
intervals 1
density { //one
wrinkles
ramp_wave
color_map {
[0 rgb 0]
[0.4 rgb 0]
[0.6 rgb 0.275]
[1 rgb 0.475]
}//colmap
scale <10000,5000,9000>/1.5
rotate y*25
translate <1000,Rad-30000,0>
}//density
density {//2
marble
triangle_wave
turbulence 1.5
color_map {
[0 rgb 0]
[0.3 rgb 0] //was 3
[0.75 rgb 0.25] //0.2
[1 rgb 0.5] //0.4
}//colmap
scale <10000,5000,7500>*10 //10
rotate y*-25
translate <0,Rad-30000,0>
}//density
}//media
}//interior
}//material
hollow
rotate y*70
rotate z*15
translate <0,32000-Rad,0>
}//difference
Mick
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