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Hi(gh)!
On 07.11.2016 15:50, Bald Eagle wrote:
> Hi Yadgar -
>
> I believe that
> boxed is a non-repeating pattern, and so is wholly unsuited for
> what you want,
No, it's not unsuited at all - at least when I use warps! So I did, and
it worked quite well (see attachment)... but now another problem arises
(of course, that's computing!): the inner boxes (uppermost texture
layer, see code) should have a concentric color gradient from greyish
blue to white - but instead, the gradient is centered in the lower left
corner, as if the box pattern uses only a quarter of the entire box! How
can I fix this?
The code:
// FINISHES
#declare F_Background=
finish
{
ambient 1
diffuse 0
}
// TEXTURES
#declare T_Cubic_Division_Blue_Layer_1 =
texture
{
pigment
{
boxed
warp { repeat <1.384, 0, 0> }
warp { repeat <0, 0, 1.384> }
color_map
{
[0 rgb 0]
[0.00001 rgb 0]
[0.00001 rgb <0, 0, 0.192>]
[1 rgb <0, 0, 0.192>]
}
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_2 =
texture
{
pigment
{
gradient x
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.40625 rgbft <0, 0, 0, 1, 1>]
[0.40625 rgbft <0.129, 0.125, 0.388, 0, 0>]
[0.59375 rgbft <0.388, 0.396, 0.678, 0, 0>]
[0.59375 rgbft <0, 0, 0, 1, 1>]
[1 rgbft <0, 0, 0, 1, 1>]
}
scale 1.384
translate <-0.192, 0, 0>
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_3 =
texture
{
pigment
{
gradient z
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.40625 rgbft <0, 0, 0, 1, 1>]
[0.40625 rgbft <0.129, 0.125, 0.388, 0, 0>]
[0.59375 rgbft <0.388, 0.396, 0.678, 0, 0>]
[0.59375 rgbft <0, 0, 0, 1, 1>]
[1 rgbft <0, 0, 0, 1, 1>]
}
scale 1.384
translate <0, 0, -0.192>
}
finish { F_Background }
}
#declare T_Cubic_Division_Blue_Layer_4 =
texture
{
pigment
{
boxed
warp { repeat <1.384, 0, 0> }
warp { repeat <0, 0, 1.384> }
color_map
{
[0 rgbft <0, 0, 0, 1, 1>]
[0.125 rgbft <0, 0, 0, 1, 1>]
[0.125 rgbft <0.388, 0.396, 0.678, 0, 0>]
[1 rgbft <1, 1, 1, 0, 0>]
}
translate <0.06, 0, 0.06>
}
finish { F_Background }
}
#declare LT_Cubic_Division_Blue =
texture { T_Cubic_Division_Blue_Layer_1 }
texture { T_Cubic_Division_Blue_Layer_2 }
texture { T_Cubic_Division_Blue_Layer_3 }
texture { T_Cubic_Division_Blue_Layer_4 }
// ACTUAL SCENE
plane
{
y, 0
texture { LT_Cubic_Division_Blue }
}
camera
{
location <0, 10, 0>
look_at 0
angle 40
}
// end of code
See you in Khyberspace!
Yadgar
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Attachments:
Download 'povnroll.png' (20 KB)
Preview of image 'povnroll.png'
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