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Paolo Gibellini <p.g### [at] gmail com> wrote:
> Nice city!
> Are the cells generated with a normal in the texture or are random boxes
> placed using the normal?
> Can I see the source?
> Thank you,
> Paolo
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Hi, this may still be a bit obfuscated; I didn't check that every single line
were critical to running the rendering.
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#declare SunPos= <100,141.0,-.150>;
light_source{<30,100, -30> color rgb 0.4+0.2*x}
light_source{<-0,100, -30> color rgb 0.4+0.2*z}
#include "colors.inc"
#include "functions.inc"
#declare funky2=function{pigment{bumps scale 0.150}}
#declare bozoy=pigment{bozo scale 0.05}
#declare bozoy2=pigment{bozo scale 0.10 translate 11}
#declare celly=pigment{cells scale 0.008}
#declare leopy=pigment{leopard scale 0.025 rotate 45*z}
#declare celly2=pigment{cells scale 0.05 translate 11}
#declare celly3=pigment{cells scale 0.025 translate 2*z}
#declare bumpy=pigment{bumps scale 0.1}
#declare hh=clock;
#declare avey=pigment{average
pigment_map{
[1.0 bozoy]
[0.05 bumpy]
[0.08 celly]
}
}
#declare funky=function{pigment{avey}}
#declare OceanBot=texture{pigment{rgb <0.22,0.40,0.48>} finish{reflection {
0.1,0.5 }} }
#declare OceanShal=texture{pigment{rgb <0.40,0.58,0.62>}finish{reflection {
0.1,0.5 }} }
#declare Shore=texture{pigment{rgb <0.71,0.71,0.69>} finish{ambient 0.5}}
#declare Brownness=texture{pigment{Brown/2+White/2} finish{ambient 0.25}}
#declare Whiteness=texture{pigment{rgb 0.8} finish{ambient 0.25}}
#declare Shoremix=texture{ bumps
texture_map{
[0.0 Brownness]
[1 Whiteness]
}
scale 0.001
}
#declare Forest=texture {
pigment{slope {SunPos}
pigment_map{
[0.0 rgb 0.20*<0.84,1.0,0.55>]
[1.0 rgb 0.48*<0.84,1.0,0.51>]
}
}
}
#declare Oceanmix=texture{ bumps
texture_map{
[0 OceanBot]
[1 OceanShal]
}
scale 0.1
}
#declare hfqual=700;
height_field {
function hfqual,hfqual {pow(funky(x,y,z).grey,3)} //smooth
texture{gradient y
texture_map{
[0.00 Oceanmix]
[0.07 Oceanmix]
[0.07 Shoremix ]
[0.09 Shoremix ]
[0.09 Forest]
[0.22 Forest]
[0.22 Shoremix]
[1.00 Shoremix]
}
} translate <-0.5,0,-0.5> scale <5,1,5> }
camera{
location <0,4.5,-2.>
look_at 0
angle 35
}
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