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Nekar nous apporta ses lumieres en ce 30/06/2006 04:44:
> is no warp option to do this.
>> But have a look at this function pattern and see if it can help do what
>> you
>> want:
>>
>> //START
>> camera{
>> up y
>> right x*image_width/image_height
>> angle 45
>> location y*4
>> look_at 0
>> }
>>
>> #local PolL=function (x,z){sqrt(x*x+z*z)}
>> #local PolA=function (x,z){degrees(acos(x/PolL(x,z)))*select(z,-1,1)}
>>
>> #local A=360;//Rotate 'A' degrees/unit length from center
>>
>> #local PSPHERE = function {pigment{spherical}}
>> #local PSPHERE2 = function {PSPHERE(x*2,y,z).gray}
>> #local PSPHERE3 = function
>>
{PSPHERE2(cos(radians(PolA(x,z)+PolL(x,z)*A))*PolL(x,z),y,sin(radians(PolA(x,z)+PolL(x,z)*A))*PolL(x,z))}
>>
>> plane{y 0 pigment{function{PSPHERE3 (x,y,z)}} finish{ambient 1}}
>>
>> //END
>
> Can functions be used as media densities? If so then this might work.
>
>
Sure can. Anything that you can use as a pigment or for an isosurface CAN be used for
media density.
After all, all pigment pattern are realy built-in functions that return specific
values for specific
coordinates.
--
Alain
-------------------------------------------------
WARNING: The consumption of alcohol may lead you to think people are laughing WITH
you.
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