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It seems that my floor is floating. why is it floating when y is 0? Here's
my code:
#include "colors.inc"
#include "woods.inc"
background {color White}
light_source{
0*x
color White*1.1
area_light
<8,0,0> <0,0,8>
8, 8
adaptive 0
jitter
translate <40,180,40>
}
camera {
location <0, 0, 11>
look_at 0
angle 40
}
// Right Wall
box{
<1,1,1>,<-1,-1,-1>
texture{
pigment{
color 1-(1-Khaki)*.490
}
normal{
wrinkles 0.25
scale 0.005
}
finish{
ambient 0.266167
diffuse 0.884867
}
}
scale <0.1, 1.5, 3.5>
translate <-2.938508, 0, .140896>
}
// Left Wall
box{
<1,1,1>,<-1,-1,-1>
texture{
pigment{
color 1-(1-Khaki)*.490
}
normal{
wrinkles 0.25
scale 0.005
}
finish{
ambient 0.266167
diffuse 0.884867
}
}
scale <0.1, 1.5, 3.5>
translate <2.938508, 0, .140896>
}
// back wall
box{
<1,1,1>,<-1,-1,-1>
texture{
pigment{
color 1-(1-Khaki)*.490
}
normal{
wrinkles 0.25
scale 0.005
}
finish{
ambient 0.266167
diffuse 0.884867
}
}
scale <3.5, 1.86, 0.1>
translate <0,0,-6.838508>
}
// The floor
#declare light_wood= pigment {P_WoodGrain7A color_map {M_Wood7A} }
#declare dark_wood= pigment {P_WoodGrain14A color_map {M_Wood14A} }
#declare board_length= 1.5;
#declare board_width= 0.25;
box{
<2.938508,0,6.838508>,<-2.938508,0,-6.838508>
pigment{
gradient y triangle_wave
pigment_map {
[0.0 light_wood ]
[1.0 dark_wood ]
}
warp{
repeat board_length*z offset 0.37*y
}
warp{
repeat board_width*x offset board_length*5/2*z
}
}
normal {
boxed
slope_map {
[0.5 <1,0>]
[1.0 <0,0>]
}
bump_size 0.1
scale <board_width,1,board_length>
warp{
repeat board_length*z
}
warp{
repeat board_width*x offset board_length/2*z
}
}
}
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