This code illustrates what I mean. By playing with the texture maps for
TCells1 and TCells2 you should be able to get sufficient variety?
#local Tgrout =
texture {
pigment { rgb 1 }
};
#local TBlack =
texture {
pigment { rgb 0 }
};
#local TRed =
texture {
pigment { rgb Red }
};
#local TCyan =
texture {
pigment { rgb Cyan }
};
#local TCells1 =
texture {
cells
texture_map {
[0 TBlack]
[1 TCyan]
}
};
#local TCells2 =
texture {
cells
texture_map {
[0 TRed]
[1 TCyan]
}
};
#local T1 =
texture {
gradient x
texture_map {
[.05 Tgrout]
[.05 TCells1]
[.95 TCells1]
[.95 Tgrout]
}
};
#local T2 =
texture {
gradient x
texture_map {
[.05 Tgrout]
[.05 TCells2]
[.95 TCells2]
[.95 Tgrout]
}
translate x*.5
};
plane {
z, 0
texture {
gradient y
scale .5
texture_map {
[.05 Tgrout]
[.05 T1]
[.45 T1]
[.45 Tgrout]
[.55 Tgrout]
[.55 T2]
[.95 T2]
[.95 Tgrout]
}
}
}
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