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What I really like about POV is if the PHB walks by, it looks like you're
working....
#macro MakeFlake(FlakeSeed)
#declare Rand1 = seed(FlakeSeed);
#declare S1Len = rand(Rand1)*2 + 0.5;
#declare S2Len = rand(Rand1)/2 + 0.1;
#declare S1Wid = rand(Rand1)/10 + 0.005;
#declare S2Wid = rand(Rand1)/50 + 0.005;
#declare S2Count = (rand(Rand1)+1)*10;
#declare S2Rot = (rand(Rand1)-0.5)*180;
#declare CountB = 0;
#declare Flake =
union{
#while(CountB < 6)
union{
cylinder{0,y*S1Len, S1Wid}
#declare CountA = 0;
#while(CountA < S2Count)
cylinder{0,x*S2Len, S2Wid rotate z*S2Rot translate
y*(CountA*S1Len/S2Count)}
cylinder{0,x*-S2Len, S2Wid rotate z*-S2Rot translate
y*(CountA*S1Len/S2Count)}
#declare CountA = CountA + 1;
#end
rotate z*CountB*(360/6)
}
#declare CountB = CountB + 1;
#end
}
#end
#declare CountC = 0;
#declare Rand2 = seed(6545);
#declare Rand3 = seed(8435);
#while(CountC < 150)
MakeFlake(int(rand(Rand2)*1000))
object{
Flake
scale (rand(Rand3)*2)+0.5
rotate z*rand(Rand3)*180
rotate y*rand(Rand3)*180
rotate x*rand(Rand3)*180
#declare YTrans = (rand(Rand3)*50)+10;
translate<(rand(Rand3)-0.5)*(YTrans+10),YTrans,(rand(Rand3)-0.5)*YTrans>
pigment{White}
finish{ambient 1}
}
#declare CountC = CountC + 1;
#end
--
#macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
}light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM
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