The slope pattern uses the normal of a surface to calculate the slope at a given point. It then
creates the pattern value dependent on the slope and optionally the altitude. It can be used for pigments, normals and
textures, but not for media densities. For pigments the syntax is:
pigment {
slope {
<Direction> [, Lo_slope, Hi_slope ]
[ altitude <Altitude> [, Lo_alt, Hi_alt ]]
}
[PIGMENT_MODIFIERS...]
}
The slope value at a given point is dependent on the angle between the <Direction> vector and
the normal of the surface at that point. For example: - When the surface normal points in the opposite direction
of the <Direction> vector (180 degrees), the slope is 0.0. - When the surface normal is
perpendicular to the <Direction> vector (90 degrees), the slope is 0.5. - When the surface
normal is parallel to the <Direction> vector (0 degrees), the slope is 1.0.
When using the simplest variant of the syntax:
slope { <Direction> }
the pattern value for a given point is the same as the slope value. <Direction> is a
3-dimensional vector and will usually be <0,-1,0> for landscapes, but any direction can be used.
By specifying Lo_slope and Hi_slope you get more control:
slope { <Direction>, Lo_slope, Hi_slope }
Lo_slope and Hi_slope specifies which range of slopes are used, so you can control which
slope values return which pattern values. Lo_slope is the slope value that returns 0.0 and Hi_slope
is the slope value that returns 1.0.
For example, if you have a height_field and <Direction> is set to <0,-1,0> ,
then the slope values would only range from 0.0 to 0.5 because height_fields cannot have overhangs. If you do not
specify Lo_slope and Hi_slope , you should keep in mind that the texture for the flat
(horizontal) areas must be set at 0.0 and the texture for the steep (vertical) areas at 0.5 when designing the
texture_map. The part from 0.5 up to 1.0 is not used then. But, by setting Lo_slope and Hi_slope
to 0.0 and 0.5 respectively, the slope range will be stretched over the entire map, and the texture_map can then be
defined from 0.0 to 1.0.
By adding an optional <Altitude> vector:
slope {
<Direction>
altitude <Altitude>
}
the pattern will be influenced not only by the slope but also by a special gradient. <Altitude>
is a 3-dimensional vector that specifies the direction of the gradient. When <Altitude> is
specified, the pattern value is a weighted average of the slope value and the gradient value. The weights are the
lengths of the vectors <Direction> and <Altitude> . So if <Direction>
is much longer than <Altitude> it means that the slope has greater effect on the results than the
gradient. If on the other hand <Altitude> is longer, it means that the gradient has more effect on
the results than the slope.
When adding the <Altitude> vector, the default gradient is defined from 0 to 1 units along the
specified axis. This is fine when your object is defined within this range, otherwise a correction is needed. This can
be done with the optional Lo_alt and Hi_alt parameters:
slope {
<Direction>
altitude <Altitude>, Lo_alt, Hi_alt
}
They define the range of the gradient along the axis defined by the <Altitude> vector.
For example, with an <Altitude> vector set to y and an object going from -3 to 2 on the y axis,
the Lo_alt and Hi_alt parameters should be set to -3 and 2 respectively.
Note:
-
You may use the turbulence keyword inside slope pattern definitions but it may cause unexpected results.
Turbulence is a 3-dimensional distortion of a pattern. Since slope is only defined on surfaces of objects, a
3-dimensional turbulence is not applicable to the slope component. However, if you are using altitude, the altitude
component of the pattern will be affected by turbulence.
-
If your object is larger than the range of altitude you have specified, you may experience unexpected
discontinuities. In that case it is best to adjust the
Lo_alt and Hi_alt values so they fit
to your object.
-
The slope pattern does not work for the sky_sphere, because the sky_sphere is a background feature and does not
have a surface. similarly, it does not work for media densities.
|