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Heres a bit of shingles code for you, new and improoved!
#include "colors.inc"
#include "textures.inc"
#include "functions.inc"
#include "shapes.inc"
#include "woods.inc"
camera  { location <10,0,-40> look_at <10,0,0> }
background { Blue }
light_source { <900, 560, -500> color White }
light_source { <-900, -560, -500> color White }
light_source { <900, 560, 500> color White }
light_source { <-900, -560, 500> color White }
#declare rStream = seed(0);
#macro
RowOfShingles(heightOfShingle,widthOfShingle,depthOfShingle,lengthOfRow,theT
exture)
        #declare currentLength = 0;
        #declare gapBetweenShingles = 0.1;
        union   {
                #while(currentLength < lengthOfRow)
                        #declare thisShingleWidth = widthOfShingle +
(rand(rStream)*(widthOfShingle/2));
                        box     {
                                <currentLength,0,0>,
<currentLength+thisShingleWidth,heightOfShingle
+rand(rStream),depthOfShingle>
                                texture {
                                        theTexture
                                        rotate
<rand(rStream)*360,rand(rStream)*360,rand(rStream)*360>
                                        }
                                }
                        #declare currentLength = currentLength +
thisShingleWidth + gapBetweenShingles;
                #end
                }
#end
#macro
Rows(heightOfShingle,widthOfShingle,depthOfShingle,lengthOfRow,theTexture,Ro
wCount)
        #declare myCount = 0;
        union   {
        #while(myCount <= RowCount )
                object  {
                        RowOfShingles(3,2,0.5,40,theTexture)
                        translate
<0,(heightOfShingle/2)*myCount,(depthOfShingle*myCount)*-1>
                        }
                #declare myCount = myCount + 1;
        #end
                }
#end
#declare myShingles = texture { pigment { P_WoodGrain1A color_map {
M_Wood9A } scale 4} };
object  {
        Rows(3,2,0.5,60,myShingles,12)
        rotate <200,0,0>
        translate <-10,20,0>
        }
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