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"alphaQuad" <alp### [at] earthlink net> wrote:
> Here's a Cousin Ricky norm and the one I did for the Lego pool.
> not in that order
>
> #declare n_surface = normal {
> function { f_ridge (x, y, z, 0.1, 1.0, 7, 0.7, 0.7, 0) } 2
> // function { f_ridged_mf (x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2) } 2
> }
I got the 2nd function from Christoph Hormann's water tutorial.
The "2" on the end is mine, though. A plane with a surface normal is not
realistic near the horizon. I was spurred to investigate when the real-life
sea outside my car window looked nothing like my render. An isosurface (or
height field) looked a lot more like the real thing. The "2" was an attempt to
compensate for the difference without giving up the speed advantage of a plane.
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