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Dan Connelly nous illumina en ce 2008-11-07 11:18 -->
> Dave VanHorn wrote:
>
>> I made a floor of boards,
>>
>> #declare Floor = object { union { object { Board1 translate <-15, 0, 0>}
>> object { Board2 translate <-12, 0, 0>}
>> object { Board3 translate < -9, 0, 0>}
>> object { Board4 translate < -6, 0, 0>}
>> object { Board5 translate < -3, 0, 0>}
>> object { Board6 translate < 0, 0, 0>}
>> object { Board7 translate < 3, 0, 0>}
>> object { Board8 translate < 6, 0, 0>}
>> object { Board9 translate < 9, 0, 0>}
>> object { Board10 translate < 12, 0, 0>}
>> object { Board11 translate < 15, 0, 0>}
>> }
>> scale <0.5, 1, 1>
>> }
>>
>> Each board has the same texture, but slid back and forth so that they
>> don't look
>> like "clones".
>
>
> You can also use a repeat warp to get the same effect on a single floor
> object.
>
> Nice example with a brick wall:
> http://www.shipbrook.com/jeff/raytrace/bricks.html
With the addition of an offset in the repeat warp, the repetitions are shifted
so that they don't look all the same.
--
Alain
-------------------------------------------------
You know you've been raytracing too long when you look at waterfalls, dust,
rain, snow, etc, and think: "If only I had a fractalized, vector based
particle-system modeler with collision detection!"
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