POV-Ray : Newsgroups : povray.general : $$$$$ MAKE MONEY FAST!!! $$$$$ : Re: $$$$$ A BETTER WAY TO MAKE MONEY FAST!!! $$$$$ Server Time
11 Aug 2024 03:29:10 EDT (-0400)
  Re: $$$$$ A BETTER WAY TO MAKE MONEY FAST!!! $$$$$  
From: Mark Wagner
Date: 11 Sep 1999 02:29:29
Message: <37d9f6c9@news.povray.org>
Nieminen Juha wrote in message <37d90972@news.povray.org>...
>  Do you want to earn easy money without risks and very fast?
>  This is your lucky day! You can make any amount of money with this
>sensational new method! No more hard work. No more risks spending your own
>money. It's easy and fast!
>
>  Just set the 'MoneyAmount' identifier to any number you want, and you
will
>earn that amount of money!
>

I have discovered a better way to make money:
-----------------------------------------------------------------


#declare MoneyAmount=20;

#include "colors.inc"
#declare Coin=
  union
  { difference
    { cylinder
      { 0,y*.3,2
        pigment { Copper }
        normal
        { radial 1 slope_map { [0 <0,1>][.5 <1,0>][1 <0,-1>] }
          frequency 120
        }
        finish { specular .5 metallic reflection .1 }
      }
      cylinder { -y*.01,y*.05,1.9 }
      cylinder { y*.31,y*.25,1.9 }
    }
    union
    { difference
      { cylinder { <0,.2,.8><0,.35,.8>,1 }
        cylinder { <0,.2,.8><0,.36,.8>,.6 }
        box { <.001,.2,-.2><1,.36,.8> }
      }
      difference
      { cylinder { <0,.2,-.8><0,.35,-.8>,1 }
        cylinder { <0,.2,-.8><0,.36,-.8>,.6 }
        box { <0,.2,.2><-1,.36,-.8> }
      }
      scale <1,1,.8>
    }
    box { <-.08,.2,-1.7><.08,.35,1.7> translate -x*.25 }
    box { <-.08,.2,-1.7><.08,.35,1.7> translate x*.25 }
    union{ /*MWW*/
//      cylinder{<-.8,-.05,.8>,<-.8,.1,.8>,.4}
//      cylinder{<.8,-.05,.8>,<.8,.1,.8>,.4}
      sphere{<-.8,.2,.8>,.4
clipped_by{ box{<-1.1,-.05,-1.1>,<-.5,.1,-.5>} } }
      sphere{<.8,.2,.8>,.4 clipped_by{ box{<1.1,-.05,1.1>,<.5,.1,.5>} } }
      difference{
        cylinder{y*-.05, y*.1, 1.5}
        cylinder{y*-.052, y*.12, 1.2}
        box{<-1.6,-.051,-.3>,<1.6,.11,1.6>}
      }
    }
    pigment { Copper }
    normal { bumps .2 scale .1 }
    finish { specular 1 roughness .002 metallic reflection .1 }
    scale .5

  }


/*MWW*/
#macro RandGauss(sd)
 ((rand(sd)+rand(sd)+rand(sd)+rand(sd))/4)
#end

camera { location <0,1,-1>*(sqrt(MoneyAmount)*2+5) look_at 0 angle 35 }
light_source { <50,200,-100> 1 }
plane { y,0 pigment { granite scale 5 } }

#declare Loc=array[MoneyAmount]
#declare R=seed(1);
#declare Ind=0;
#while(Ind<MoneyAmount)
  #declare Dist=RandGauss(R)*sqrt(Ind)*1.5;
  #declare Ang = rand(R)*pi*2; /*MWW*/
  #declare Loc[Ind] = <Dist*sin(Ang),0,Dist*cos(Ang)>; /*MWW*/
  #declare Ind2=0;
  #while(Ind2<Ind)
    #declare cx=Loc[Ind2].x-Loc[Ind].x;
    #declare cz=Loc[Ind2].z-Loc[Ind].z;
    #if(cx*cx+cz*cz<4 & Loc[Ind2].y=Loc[Ind].y)
      #declare Loc[Ind]=Loc[Ind]+y*.15;
      #declare Ind2=0;
    #else
      #declare Ind2=Ind2+1;
    #end
  #end
  object {
    Coin
    #if(rand(R) > .5)
      scale <1,-1,1>
      translate y*.15
    #end
    rotate y*rand(R)*360
    translate Loc[Ind]
  }
  #declare Ind=Ind+1;
#end

-----------
Mark


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.