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Wade wrote:
>
> How do I get the table's shadows on the back wall? here's my code:
I modified your code to fix a few of the problems it had, and made the
dimensions a bit easier to work with. I hope you'll find that it looks
nicer (I'm not talking about the indentation, but the clarity).
You have some fine textures, here. Keep it up!
#include "colors.inc"
#include "woods.inc"
#declare Wall_Texture = texture{
pigment{ color White-(White-Khaki)*0.495 }
normal{ wrinkles 0.2 }
}
#declare light_wood= pigment {P_WoodGrain7A color_map {M_Wood7A} }
#declare dark_wood= pigment {P_WoodGrain14A color_map {M_Wood14A} }
#declare board_length= 1.5;
#declare board_width= 0.25;
#declare Floor_Texture = texture{
pigment{
gradient y triangle_wave
pigment_map {
[ 0.0 light_wood ]
[ 1.0 dark_wood ]
}
warp{ repeat board_length*z offset 0.37*y }
warp{ repeat board_width*x offset board_length*5/2*z }
}
normal {
boxed
slope_map {
[ 0.5 < 1, 0 > ]
[ 1.0 < 0, 0 > ]
}
bump_size 0.1
scale < board_width, 1, board_length >
warp{ repeat board_length*z }
warp{ repeat board_width*x offset board_length/2*z }
}
}
light_source{
< 9, 9, 9 >
color White
area_light
< 2, 0, 0 > < 0, 0, 2 >
8, 8
adaptive 0
jitter
}
camera {
location <0, 5, 11>
look_at < 0, 5, -10 >
}
// Right Wall
box{
<10, 0, -12 > <11, 10, 12 >
texture{ Wall_Texture }
}
// Left Wall
box{
< -11, 0, -12> <-10, 10, 12>
texture{ Wall_Texture }
}
// back wall
box{
< -10, 0, -12 > < 10, 10, -13 >
texture{ Wall_Texture }
}
// The floor
box{
< -10, -1, -12> < 10, 0, 12 >
texture{ Floor_Texture }
}
// The ceiling
box{
< -10, 10, -12> < 10, 11, 12 >
texture{ Wall_Texture }
}
// a round table
union{
cylinder{ < 0, 0, 0 > < 0, 0.1, 0 > 1.5 }
cylinder{ < 0, 0, 0 > < 0, 1.4, 0 > 0.3 translate 0.1*y }
cylinder{ < 0, 0, 0 > < 0, 0.1, 0 > 3 translate 1.5*y }
texture{ T_Wood1 }
translate z*-7.25
}
--
Francois Labreque | Unfortunately, there's no such thing as a snooze
flabreque | button on a cat who wants breakfast.
@ | - Unattributed quote from rec.humor.funny
videotron.ca
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