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The main problem you are having here is that your walls are transparent.
This can be seen by changing the background color.
The easiest way of defining an opaque color is to use: rgb <1,1,1> (or
whatever values between 0 and 1 inside the vector).
I revised your code a bit and perhaps this is more what you were looking
for?
---------8<-------------8<-------------8<--------------8<-------------8<-----
#include "colors.inc"
#include "woods.inc"
light_source
{ 0, color 1
//area_light <8,0,0> <0,0,8> 8, 8 adaptive 0 jitter
//translate <40,180,40>
}
camera {
location <0, 0, 11>
look_at 0
angle 40
}
box
{ <-2.9,-2.1,-4><2.9,2,12>
inverse
pigment { rgb 1 }
normal { wrinkles .2 }
}
// The floor
#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;
box{
<2.938508,0,6.838508>,<-2.938508,0,-6.838508>
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
}
}
translate y*-2.0185
scale <1.3,1,1.22>
}
---------8<-------------8<-------------8<--------------8<-------------8<-----
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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