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//So here we go:
#declare AMB = 0;
#declare DIF = 1;
global_settings {
assumed_gamma 1
ambient_light 0
max_trace_level 25
adc_bailout 1/150
radiosity {
pretrace_start 0.08
pretrace_end 0.01
count 300
error_bound 0.1
recursion_limit 1
}
}
sky_sphere {
pigment {
gradient -y //weird sky vector...
color_map {
[0.5 rgb 1.25]
[1 rgb <.5,.7,1>*1.1]
}
}
}
#declare fin =
finish {
ambient 0
diffuse 1
reflection {0.025,.7 falloff 4}
brilliance 1.2
}
#declare Color7 =
material {
texture {
pigment {rgb 0.5}
finish {fin}
}
}
#declare Color4 =
material {
texture {
pigment {rgb .5*x}
finish {fin}
}
}
#declare Color0 =
material {
texture {
pigment {rgb 0.01}
finish {fin}
}
}
#declare Color15 =
material {
texture {
pigment {rgb .8}
finish {fin}
}
}
#declare Color14 =
material {
texture {
pigment {rgb <.8,.81,0>}
finish {fin}
}
}
#declare Color47 =
material {
texture {
pigment {rgb 0.7}
finish {fin}
}
}
#declare Color1 = // I couldn't find this one...
material {
texture {
pigment {rgb 0.8}
finish {fin}
}
}
//Get rid of your lights. We don't need them.
// Change your floor with this one:
object {
plane { y, 19 hollow }
texture {
pigment { color rgb 1 }
finish { ambient 0 diffuse 1 }
}
}
//-----finally if you want to test FB:
camera {
#declare PCT = 5; // Percentage further away
#declare STEREO = 0; // Normal view
//#declare STEREO = degrees(atan2(1,12))/2; // Left view
//#declare STEREO = -degrees(atan2(1,12))/2; // Right view
location vaxis_rotate(<835.966,-194.592,-576.74> +
PCT/100.0*<803.903,-198.3,-628.078>,
<-159414,-1.04074e+006,124548>,STEREO)
sky -y
right -4/3*x
look_at <32.0636,3.70819,51.3373> // calculated
angle 45
rotate <0,1e-5,0> // Prevent gap between adjecent quads
//orthographic
focal_point <150,-50,-150>
aperture 25
blur_samples 70 //good luck
variance 1/1000 //even better: 0.0
}
//hmm did I miss anything?
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