POV-Ray : Newsgroups : povray.binaries.images : More landscaping with displace warps [165KB] : Re: More landscaping with displace warps [165KB] Server Time
9 Aug 2024 11:26:51 EDT (-0400)
  Re: More landscaping with displace warps [165KB]  
From: Dave Matthews
Date: 17 Feb 2005 15:45:01
Message: <web.4215016df56fa8228c7259570@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> I found a sort of "gold mine" with displacement warps on MegaPOV. Here I
> used a wrinkles pattern as base, displaced with a "sandwich" of several
> other patterns:
>
> #declare fh=rand(r_terrf)*1000;
> #local fn_Form=
>     function {
>        pattern{
>          wrinkles scale 10
>          warp {
>           displace {
>            gradient y
>            pigment_map{
>             [0.0 granite
>                  scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
>                  rotate 360*rand(r_terrf)]
>             [0.2 bumps
>                  scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
>                  rotate 360*rand(r_terrf)]
>             [0.4 crackle
>                  scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
>                  rotate 360*rand(r_terrf)]
>             [0.6 dents
>                  scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
>                  rotate 360*rand(r_terrf)]
>             [0.8 leopard
>                  scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
>
>                  rotate 360*rand(r_terrf)]
>             [1.0 granite
>                  scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
>                  rotate 360*rand(r_terrf)]
>            }
>            warp{turbulence Terrain_Turb}
>            scale <10,2.5,10>
>            rotate 360*rand(r_terrf)
>           }
>          }
>        }
>     }
>
> #local fn_Terrain=
>     function {
>       y
>       - fn_Form(x, fh, z)*Terrain_Height
>       - fn_Form(x*10, y*10, z*10)*Terrain_Height*.05
>       - fn_Form(x*100, y*100, z*100)*Terrain_Height*.005
>     }
>
> //----------------------------------------------------------
>
> Peak memory used:          18647911 bytes
> Total Scene Processing Times
>      Parse Time:    0 hours  0 minutes  3 seconds (3 seconds)
>      Photon Time:   0 hours  0 minutes  0 seconds (0 seconds)
>      Cloth Time:    0 hours  0 minutes  0 seconds (0 seconds)
>      Mechsim Time:  0 hours  0 minutes  0 seconds (0 seconds)
>      Render Time:   4 hours 37 minutes 50 seconds (16670 seconds)
>      Postpr. Time:  0 hours  0 minutes  0 seconds (0 seconds)
>      Total Time:    4 hours 37 minutes 53 seconds (16673 seconds)

These (displacement warp landscapes) are just phenomenal.  I hope I get some
time in the next few months to
sit down and puzzle out what's going on and why it works so well (I mean,
besides the fact that your stuff is always great and you really know what
you're doing.)

Dave Matthews


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