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I mentioned in p.o.t (Re: Need to put a picture here) that I was making
an animation to reproduce something I read in a book many years ago. A
woman was wearing a dress to a party. The material became transparent in
random patches.
The latest WIP is here. (Partial nudity, if your eyes are quick enough)
http://youtu.be/_PpJHBg44rA
I am not happy with the pattern of transparency and after lots of
experimentation this is the best I can come up with. I would appreciate
it if anyone could point to a better method.
even incrementing it by 1/5000000000 per frame makes the output too
jerky. I feel that I am taking the wrong approach.
The code follows.
#declare Dress_Map_Pos1 = 0.3 ;
#declare Dress_Map_Pos2 = 0.7 ;
#declare Turb_x = 2.5 ;
#declare Turb_y = 1 ;
#declare Turb_z = 2.5 ;
#declare Turb = < Turb_x,Turb_y,Turb_z> ;
#declare Lambda_Var = 3 ; ;
#declare Phase_Var = 0.000 + (frame_number/(5000000000)) ;
#declare JessiDress_1_=
material{
texture {
pigment {
gradient < 0.000, 1.000, 0.000 >
pigment_map {
[Dress_Map_Pos1,
uv_mapping
image_map{
jpeg "JessiSet2.jpg"
interpolate 2
map_type 0
filter all 0.000
transmit all 0.000
}
]
[Dress_Map_Pos1 +.01,
colour rgbft <1.000,0.000,0.000,0.000,1.000>
]
[Dress_Map_Pos2 -0.01,
colour rgbft <1.000,0.000,0.000,0.000,1.000>
]
[Dress_Map_Pos2,
uv_mapping
image_map{
jpeg "JessiSet2.jpg"
interpolate 2
map_type 0
filter all 0.000
transmit all 0.000
}
]
}
frequency 3.000
phase Phase_Var
scallop_wave
noise_generator 3
warp {
turbulence <Turb_x,Turb_y,Turb_z>
octaves 4
lambda Lambda_Var
omega 0.3
}
warp {
turbulence <Turb_x,0,Turb_z>
octaves 4
lambda Lambda_Var
omega 0.3
}
}
}
}
--
Regards
Stephen
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