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Here is a somewhat condensed version of the isosurface function used for
the foreground in the landscape scene posted recently in p.b.i. I only
left out the very fine structure since it does not actually show any
interesting technique, it is just anyother function added.
Remarks:
- i am not sure if it is of any use. For a beginner the tutorial scenes
mentioned in p.b.i. are surely much more helpful.
- it is meant for studying and enjoyment, please don't just use it in
your scenes.
- please don't ask "what does this x or this number actually do". I
probably don't know myself any more.
- it is very slow and surely not very efficient.
Apart from that have fun rendering and studying.
Christoph
#declare fn_R1=
function {
pattern {
granite
poly_wave 3
warp { turbulence 0.8 octaves 6 omega 0.6 lambda 2.2 }
scale <3, 2, 0.5>*25
rotate <20, 40, -70>
}
}
#declare fn_R2=
function {
pattern {
bozo
warp { turbulence 0.7 octaves 6 lambda 2.5 omega 0.52 }
scale <1, 1.2, 0.3>
rotate <1, 0.5, 70>
}
}
#declare fn_R3=
function {
pattern {
bozo
poly_wave 5
warp { turbulence 0.8 octaves 6 omega 0.6 lambda 2.2 }
scale <3, 2, 1.5>*3
rotate <20, 40, -70>
}
}
#declare fn_spline=
function {
spline {
cubic_spline
-100, <-100, -1>,
-2, <-2, -0.8>,
-0.7, <-0.7, 0.0>,
-0.3, <-0.3, 0.28>,
0.3, < 0.3, 0.7>,
0.75, < 0.75, 0.9>,
2, < 2, 1.0>,
100, < 100, 1.0>
}
}
#declare fn_C=
function {
fn_spline(
16
+ 0.002*y*y
- 0.0016*y*y*y
+ 1.2*x
- 46*f_noise3d(0.32*x, 0.2+0.3*y, -8.88+1.9*z)
).y*4.5
*(0.4+fn_R1(x/3, y/3, 5-z/5)*0.8)
}
#declare fn_Terrain=
function {
z-
(
fn_C(x, y, 0)
+(fn_spline(
20
-2*y
).y+1.35)*(1/2.35)
*
(
fn_R3(x, y, z+0.01)*4.6
+fn_R2(x, y, z)*1.7
)
- 1.17
)
}
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 2 Sep. 2003 _____./\/^>_*_<^\/\.______
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