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Ken wrote:
>
> Ron Parker wrote:
>
> > Hey, that's pretty cool. Now I know why I keep posting stuff like this
> > here; it always seems to grow.
>
> I'm not sure I can make it grow but I am sure I can damage it :)
Ok, I damaged it...
P.S. A little rotation and a bit of turbulence makes a passing chipboard
pigment for the wood crafters in the group.
-----------------------------------
#declare P1=pigment { wood turbulence .05
color_map {
[ 0 rgb<.35,.20,.15>]
[.5 rgb<.50,.35,.23>]
[ 1 rgb<.35,.20,.15>]
}
}
#declare P2=pigment { wood turbulence .05
color_map {
[ 0 rgb<.45,.30,.25>]
[.5 rgb<.60,.45,.33>]
[ 1 rgb<.45,.30,.25>]
}
}
#declare P3=pigment { wood turbulence .05
color_map {
[ 0 rgb<.55,.40,.35>]
[.5 rgb<.70,.55,.43>]
[ 1 rgb<.55,.40,.35>]
}
}
#declare P4=pigment { wood turbulence .05
color_map {
[ 0 rgb<.65,.50,.45>]
[.5 rgb<.80,.65,.53>]
[ 1 rgb<.65,.50,.45>]
}
}
#declare P5=pigment { wood turbulence .05
color_map {
[ 0 rgb<.75,.60,.55>]
[.5 rgb<.90,.75,.63>]
[ 1 rgb<.75,.60,.55>]
}
}
#declare P6=pigment { wood turbulence .05
color_map {
[ 0 rgb<.85,.70,.65>]
[.5 rgb<.90,.85,.73>]
[ 1 rgb<.85,.70,.65>]
}
}
#macro Arabesque( Param )
#declare Sd = seed(Param);
#declare Rv = <rand(Sd),rand(Sd),rand(Sd)>*500;
#local C=pigment{crackle solid
pigment_map{
[1/12 P1 scale .10]
[1/12 P1 scale .10]
[3/12 P2 scale .10]
[3/12 P2 scale .10]
[5/12 P3 scale .10]
[5/12 P3 scale .10]
[7/12 P4 scale .10]
[7/12 P4 scale .10]
[9/12 P5 scale .10]
[9/12 P5 scale .10]
[11/12 P6 scale .10]
[11/12 P6 scale .10]
}
}
#local G=pigment{crackle
pigment_map{[.05 rgb 0][.05 C]}
scale .2
translate Rv
warp {repeat z flip z}
}
#local B=pigment{
radial
pigment_map{
#local i=0;
#while(i<6)
[i/6 G rotate(30+60*i)*y]
[(i+1)/6 G rotate(30+60*i)*y]
#local i=i+1;
#end
}
}
#local T2=sqrt(3)/2;
radial
pigment_map{
[1/3 B translate<.5,0,-T2>]
[1/3 B translate<-1,0,0>]
[2/3 B translate<-1,0,0>]
[2/3 B translate<.5,0,T2>]
}
translate x
warp{repeat 1.5*x flip x}
warp{repeat .5*sqrt(3)*z flip z}
#end
plane {y 0 pigment {Arabesque(91671) turbulence 0 rotate 0} finish {ambient 1}}
camera {location 5*y sky z look_at 0}
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