![]() It’s nothing more than two rectangular boxes, one long and one tall, joined into a cross shape. The red cross This is the simplest shape in the scene. And by giving it a shiny sky blue pigment, it looks like snow-covered hills. By smoothing and scaling up the height field, we end up with something that looks like rolling hills. Try commenting out the “smooth” keyword and rendering the image, and you’ll see the triangles that make up the mesh created by the values in plasma3.png. POV comes with a handful of predefined height fields, of which plasma3.png is one. The snow-covered ground A height field in Persistence of Vision takes an image and converts the colors of the image to heights in the scene. The sky sphere’s pigment is white and black, and scaled very tiny to look like far away stars. The stars are very bright in the sky field-they are literally whiter than white, by three times. The stars themselves are a sky_sphere given a pseudo-random noise pattern (bozo) that looks pretty decent as stars. There’s no difference between White*0.2 and 0.2-because White is, both mean -but the former reminds me what I’m doing. The dim one is made dim by multiplying White by 0.2. There’s a dim one behind the camera, and a bright one far off in the sky, something like moonlight. The stars in the sky Every image has a light source, and in this case there are two, and they’re far away. Because I know I’m going to want to render this image at different sizes, and because it’s a good idea in general, I orient the camera using the aspect ratio of the image. This virtual camera is set up backward 120 units, looking straight down to the origin of. The Camera Just as in the earlier example, the camera defines the direction from which we see the scene. It consists of four items: a sky sphere, a height field for the ground, a cross, and a set of trees. ![]()
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