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Geometric Shapes
Index
Basic Shapes
Shapes by macro + CSG
Shapes in "shapes3.inc"
Other Shapes by macros
3D text shapes
Other Shapes
Non CSG Shapes
height_field + HF macros
- height_field by images
- height_field rastered
- height_field by functions
- height_fields massiv
>HF - Mountain + Valley
- HF_Square
- HF_Sphere
- HF_Cylinder
- HF_Torus
Isosurfaces
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"height_field" massiv
Locally limited "height_field" and
massiv "height_field"-body
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We can get a locally limited "height_field" i.e.
by overlapping of a "height_field" function with one of
the special pattern functions "spherical" and "boxed":
#declare HF_Res_X = 1024; // number of points in x
#declare HF_Res_Z = 1024; // number of points in z
#declare SF =
function {
pigment {
spherical
color_map {
[0.0, color 0.0 ]
[0.5, color 0.5 ]
[1.0, color 1.0 ]
} // end color_map
scale <0.5,1,0.5>
translate<0.5,0,0.5>
} // end pigment
} // end function
#declare HF_Function =
function(x, y, z)
{1+f_snoise3d(x*10,y*10,z*10)*0.3 * SF(x,y,z).gray}
#declare HF_Amplitude = 0.5;
#declare D = 0.00001; // just a little bit!
height_field{
function HF_Res_X, HF_Res_Z
{ HF_Function(x,0,y) * HF_Amplitude }
//smooth
//water_level 0
translate<0,-0.42,0>
scale <1,1,1>
texture { pigment{ color rgb<0.96,0.87,0.73>}
normal{ bumps 0.25 scale 0.005 }
} // end of texture
}//------------------------------------------------ |
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f_noise Funktion + spherical pattern
"height_field" by the function
function{1+f_snoise3d(x*10,y*10,z*10)*0.3
multiplied with spherical pattern function
"height_field" durch die Funktion
function{1+f_snoise3d(x*10,y*10,z*10)*0.3
multiplied with boxed pattern function
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How to create a massiv "height_field" body:
A "height_field" itself is only a thin skin out of triangles - a mesh.
If we need a massiv body for CSG operationen
("union","merge","difference" or "intersection")
we can get this by converting the "height_field" to a massiv block with
"height_field" surface by "intersection" with a "box".
#declare HF_Res_X = 1024; // number of points in x
#declare HF_Res_Z = 1024; // number of points in z
#declare HF_Function = function{0.1+0.1*sin(x*30)}
#declare HF_Amplitude = 0.25;
#declare D = 0.00001; // just a little bit!
intersection{
height_field{
function HF_Res_X, HF_Res_Z
{ HF_Function(x,0,y) * HF_Amplitude }
//smooth
//water_level 0
translate<0,D,0>
} // end HF
box{ <D,-0.2,D>,<1-D,0.2-D,1-D>
} // end box
texture { pigment{ color rgb<0.75,0.5,1> }
finish { phong 1 }
} // end of texture
translate<0,0.21,0>
scale <1,1,1>
}// end intersection ------------------------------ |
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Massiv "height_field" of function
by "intersection" with "box"
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