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I have this code and need to make the ball look like raindrops playing with
sor and iors:::
////////////////////////////////////////////////////////////////////////////////#include
"colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"
#declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75 // front view
location <0.0 , 2.75 ,-3.0>
right x*image_width/image_height
look_at <0.0 , 2.75 , 0.0>}
#declare Camera_1 = camera {ultra_wide_angle angle 90 // diagonal view
location <2.0 , 2.5 ,-3.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
#declare Camera_2 = camera {ultra_wide_angle angle 90 // right side view
location <3.0 , 1.0 , 0.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
#declare Camera_3 = camera {ultra_wide_angle angle 90 // top view
location <0.0 , 3.0 ,-0.001>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
camera{Camera_0}
global_settings { assumed_gamma 1.0 }
// sun
light_source{<1500,2500,-2500> color White}
// sky
plane{<0,1,0>,1 hollow
texture{ pigment{ bozo turbulence 0.76
color_map { [0.5 rgb <0.20, 0.20, 1.0>]
[0.6 rgb <1,1,1>]
[1.0 rgb <0.5,0.5,0.5>]}
}
finish {ambient 1 diffuse 0} }
scale 100000}
// fog
fog{fog_type 2.5
distance 25
color Navy/Blue
fog_offset 0.10
fog_alt 10.0
color Gray
turbulence 0.75}
//plane
plane { y, 0
texture {
pigment { rgbf <0.8, 0.4, 0.2> }
normal {
bumps .6
scale <.75, .25, .25>
rotate <0, 45, 0>
}
finish { caustics .10 }
}
}
#declare Random_1 = seed (11153); // use: "rand(Random_1)"
#declare Random_2 = seed (1553) ; // use: "rand(Random_2)"
#declare Ball_1 =
sphere{<0,0,0>,0.25 scale <1,1,1> rotate<0,0,0> translate<0,0,0>
texture{pigment{color rgb<1,0.65,0>}
finish {ambient 0.15 diffuse 0.85 phong 1}}}
#declare Ball_1 =
sphere {
<0,.5,0>,.5
translate <1.0,0,-1.3>
material { M_Glass }
interior { ior 1.5 }
photons { // photon block for an object
target 1.0
refraction on
reflection on
}
}
#declare Ball_2 =
sphere {
<0,.2,0>, .2
translate <1.0,0,-1.3>
material { M_Glass }
interior { ior 3.5 }
photons {
target 1.0
refraction on
reflection on
}
}
union{
#declare Nr = -10; // start
#declare EndNr = 10; // end
#while (Nr< EndNr+1)
object{Ball_1 translate<Nr*0.5,0 + 8 * rand(Random_1) ,0>}
object{Ball_2 translate<Nr*0.5,0 + 5 * rand(Random_2) ,0>}
#declare Nr = Nr + 1;
#end
rotate<0,0,0>
translate<0,0,4>} // end of union
#declare ball = sor {
7,
<0.000000, 0.000000>
<0.13, 0.00>
<0.62, 0.54>
<0.21, 0.82>
<0.19, 0.96>
<0.28, 1.0>
<0.46, 1.0>
open
}
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