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Random numbers are your friend.
You can use random values to modify scale, translation, rotation,
color_maps, isosurface values--anything with numbers in it can be "nudged."
You can use a macro with some randomness built into it to create
multiple small objects like bricks or boards. Call the macro from
inside a loop to build walls and so forth.
For simple, basically rectangular shapes like bricks or building stones,
try using code to build a simple mesh and then randomly nudge its
individual points in a macro. This works really well with a nice, bumpy
texture, the kind that hides a multitude of sins. ;)
--Sherry Shaw
--
#macro T(E,N)sphere{x,.4rotate z*E*60translate y*N pigment{wrinkles scale
.3}finish{ambient 1}}#end#local I=0;#while(I<5)T(I,1)T(1-I,-1)#local I=I+
1;#end camera{location-5*z}plane{z,37 pigment{granite color_map{[.7rgb 0]
[1rgb 1]}}finish{ambient 2}}// TenMoons
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