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Hmm I've tried to make a window by following how I made the doorway, and
apparently and obviously it didn't work. How do I 'cut' a cylinder in half
lengthwise in order to make rounded molding? If I can.
here's my code:
#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 0.50*y }
warp{ repeat board_width*x offset board_length*5/2*z }
}
normal{
boxed
slope_map{
[0.5 <1.0, 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
difference{
box{
<-11,0,-12>,<-10,10,12>
texture{
Wall_Texture
}
}
box{
<-12,0,-5>,<-9,8,-8>
texture{
pigment{
color White
}
}
}
}
// Back Wall
difference{
box{
<-10,0,-12>,<10,10,-13>
texture{
Wall_Texture
}
}
box{
<-11,0,-8><9,8,-4>
texture{
pigment{
color White
}
}
translate y*6
}
}
// 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 -7.25*z
}
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