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You can do it with a hf used as a isosurface pigment mapped onto a sphere.
I'll look it up and send an example to you.
Mick
--
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Paul Vanukoff <van### [at] primenetcom> wrote in message
news:386252b0@news.povray.org...
>
> Hugo Elias has an interesting method to create spherical planetoids:
>
> http://freespace.virgin.net/hugo.elias/models/m_landsp.htm
>
> I tried to implement his method by recursively splitting an object
(started
> as a sphere) in random halves, and scaling one half slightly larger than
the
> other, then doing it over and over again. The method seems to work at low
> iterations (<15), but when I went ahead and tried, say, 100 iterations, it
> was taking *forever* to parse, and never did start rendering, my computer
> locked on me, probably not enough memory. I'm interesting in implementing
> this technique in POV-Ray, does anyone have any ideas to use less memory
and
> speed it up? I have included my source.
>
> Or, does anyone have a better method to create planetoids such as these?
>
> --
> Paul Vanukoff
> van### [at] primenetcom
>
>
> // source follows //
>
>
> #include "colors.inc"
>
> #declare s1=seed(95937);
>
> #declare Planetary=
> sphere
> {
> < 0, 0, 0> 1
> }
>
> #declare K=0;
> #while (K<15) // number of iterations
>
> #declare rotX=360*rand(s1);
> #declare rotY=360*rand(s1);
> #declare rotZ=360*rand(s1);
>
> #declare HalfOne=
> intersection
> {
> box
> {
> <-1.2,0,-1.2>,<1.2,1.2,1.2>
> rotate <rotX, rotY, rotZ>
> }
>
> object
> {
> Planetary
> }
> scale 1.001
> }
>
> #declare HalfTwo=
> intersection
> {
> box
> {
> <-1.2,-1.2,-1.2>,<1.2,0,1.2>
> rotate <rotX, rotY, rotZ>
> }
>
> object
> {
> Planetary
> }
> scale 0.999
> }
>
> #declare Planetary=
> merge
> {
> object
> {
> HalfOne
> }
>
> object
> {
> HalfTwo
> }
> }
>
> #declare K=K+1;
> #end
>
> camera
> {
> location < 0, 0, -3>
> look_at < 0, 0, 0>
> }
>
> light_source
> {
> < 0, 9, -3>
> color White
> }
>
> light_source
> {
> < 0, -9, 0>
> color White/3
> }
>
> object
> {
> Planetary
>
> pigment
> {
> color White
> }
> }
>
>
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