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I might put a pupil_size (from 0 [no pupil] to 1 [all the way open]). Maybe
a layered pigment would work for the iris...
--
//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--
"Redbeard (MDJohnson)" <red### [at] wvadelphianet> wrote in message
news:3bd20890$1@news.povray.org...
>
> "Mahalis" <don### [at] fakeycom> wrote in message
> news:3bc73d53@news.povray.org...
> > I just made a little macro that lets you specify eye location, angle,
lids
> > on/off, and lid angle. Any suggestions? I think the iris texture could
> > definitely use some improvement but am not exactly sure how to go about
it.
> > Comments, questions and criticism are all welcome.
> >
>
> I've used radial for iris's before. It works pretty well but is too
regular.
> I've tried adding turbulence, but it moves the center too much. Maybe
f_noise3d
> would work better... hmmm
>
> I agree with the look_at vector. Probably one of the reorient macros
would
> work. Hmmm... and have it react to brightness, too? So the size of the
pupil
> is smaller for brighter light. And IIRC, the pupil changes size with the
> distance of whatever you're looking at. I'm not sure how, though. You
could
> use the distance to the look_at vector to calculate that.
>
> Well... now I'm gonna have to go and do some research. :-)
>
> Michael
>
> --
> #macro M(D)#local J=strlen(D);#local _=""#while(J>0)#local
_=concat(_,substr(D
> ,J,1))#local J=J-1;#end _#end sphere{z*9,5pigment{rgb x}}#macro
N(D,J)text{ttf
> "timrom.ttf"M(D)1,0 translate-J}#end#macro O(E,K)#local
_=N(E,K)light_source{-
> z*9rgb 1projected_through{_}}#end
O("leahciM"<1.6,-.3.9>)O("nosnhoJ"<1.6.9.9>)
>
>
>
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