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You might need to fix the code; pasting text almost always screws up the
line-breaks :) You'll also need MegaPov to use this stuff. Enjoy~
//The Wood:
#declare Wood=
function pigment{function ((x^2+z^2)/8)+noise3d(x,y,z)/4 scale .35
rotate<3,0,7> turbulence .1
pigment_map{
[.5 rgb .85]
[.7 function (noise3d(x*5,y/4,z*5)*4) color_map{[.3 rgb<1 .95 .55>][1
rgb<1 .95 .55>*.75]}]
[.8 rgb 1]
}
}
texture{function ((x^2+z^2)/8)+noise3d(x,y,z)/4 scale .35 rotate<2,0,7>
translate z*-1 turbulence .1
texture_map{
[0 pigment{bumps scale<.2 5 .5> pigment_map{[.7 function
(noise3d(x*5,y/4,z*5)*4) color_map{[.3 rgb<1 .95 .55>][1 rgb<1 .95
.55>*.9]}][.9 rgb <1 .95 .55>*.2]}}]
[.7 pigment{function (noise3d(x*5,y/4,z*5)*4) color_map{[.3 rgb<1 .95
.55>*.8][1 rgb<1 .95 .55>*.65]}} normal{function Wood bump_size .3}]
[.8 pigment{rgb<1 .95 .55>*.75} normal{function Wood bump_size .3}
finish{specular .35 roughness .04}]
}
}
The ground:
#declare Ground=function{pigment{function noise3d(x,0,z) turbulence .1
color_map{[0 rgb 0][.25 rgb 1][.5 rgb .9][.75 rgb .8][1 rgb 0]}}}
isosurface{
function y+Ground(x,0,z)
threshold 1 sign 1 accuracy .01 method 2 eval
contained_by{box{<-100,-4,-10>,<20,1,100>}}
texture{function noise3d(x,0,z) turbulence .1
texture_map{
[.25 pigment{rgb .85}normal{function cub(noise3d(x,y,z)) scale .125}]
[.25 pigment{granite scale .2 color_map{[0 rgb 1][1 rgb
.5]}}normal{granite scale .2}]
[.75 pigment{rgb<1 1 .9>}normal{granite scale .2}]
[.75 pigment{rgb<.6 .6 .55>}]
[1 pigment{rgb<.8 .8 .75>}]
}
}
translate y*-3.75
}
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit my isosurface tutorial at http://members.aol.com/stbenge
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