Thank you, Weazel. Btw, that tile is created with pov code. two files were rendered in succession. First:
**********(Code follows)***********
// Dessert.pov
#version 3.5;
#include "functions.inc"
#include "colors.inc"
#include "logo.inc"
#declare use_radiosity = true;
#declare use_area_light = false;
global_settings {
max_trace_level 12
assumed_gamma 1.0
#if (use_radiosity=true)
radiosity { brightness 1 count 300 distance_maximum 1 error_bound 1
gray_threshold .5 low_error_factor 1 minimum_reuse 1 nearest_count 1
recursion_limit 1 normal on }
#end
#if (use_radiosity=false)
#default {finish {ambient 0.02} }
#else
#default {finish {ambient 0.00} }
#end }
camera { location <0,4,50> direction y sky z right -x look_at <0,4,-5> }
light_source { <-0.7, 0.83, .4>*150000 color rgb <3.43,2.87,1.95>
#if (use_area_light=true)
area_light 4000*x 4000*y 4,4
jitter
orient
circular
#end
media_attenuation on media_interaction on }
#if (use_radiosity=false)
light_source { <0.9, -0.6, 0.5>*150000 color rgb 0.35 shadowless }
#end
#declare fn_RMF = function{ f_ridged_mf(x, y, z, 0.1, 3.1, 8 ,0.7, 0.8, 2) }
isosurface {
function {
z - fn_RMF(x, y, z)*0.07
}
max_gradient 1.3
contained_by { box { <-15, -15, 0.0>, <15, 15, 0.2> } }
texture {
pigment { color rgb <1.0, 0.85, 0.6> }
finish {
diffuse 0.7
specular 0.1 } }
scale 8
translate -0.16*z }
******** (End first code) *********
And then it is tiled with:
********* (Second code) **********
// TileDessert.pov
#version 3.1;
global_settings { max_trace_level 75 assumed_gamma 1.5 ambient_light 0
radiosity { brightness 1 count 300 distance_maximum 1 error_bound 1
gray_threshold .5 low_error_factor 1 minimum_reuse 1 nearest_count 1
recursion_limit 1 } }
#include "Colors.inc"
#declare TilePigment = pigment { image_map { sys "Dessert.bmp" }
frequency .5 phase 0 lambda 2 omega .5 turbulence .35 scale 1 }
light_source { <-500,500,-350> color rgb 4 }
#ifndef (TilePigment)
#warning "No TilePigment specified. Pigment not tiled.\n"
#else
#ifndef (TileSize) #declare _TX_size = <1, 1, 1>
#else #declare _TX_size = TileSize * <1, 1, 1> #end
#declare _TX_xpigment = pigment {gradient x pigment_map {
[0 TilePigment scale <1 / _TX_size.x, 1, 1>]
[1 TilePigment scale <1 / _TX_size.x, 1, 1> translate x]}}
plane {z, 0 pigment {gradient y pigment_map {
[0 _TX_xpigment scale <1, 1 / _TX_size.y, 1>]
[1 _TX_xpigment scale <1, 1 / _TX_size.y, 1> translate y]}}
finish {ambient .45}}
camera {location <.5, .5, -1> look_at <.5, .5, 0> orthographic up y right x}
#end
********* (End Code) **********
Pretty cool, huh?