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Hi everyone,
I wish to make a plane with random drops of water.
The random insue is about translating drops and scalind them.
I'm a 'rookie' and I've reached so far by reading documentation,
but I can't go any further.
Random translating is ok, but I can't change the shape of the drops randomly.
Any help from the experts :-) whould be apreciated.
Thanks in advence
Mr Loft
// --------------------
// This is the code
// --------------------
// ==== Standard POV-Ray Includes ====
#include "colors.inc" // Standard Color definitions
#include "textures.inc" // Standard Texture definitions
#include "functions.inc" // internal functions usable in user defined functions
#include "rand.inc" // random number generation macros
// perspective (default) camera
camera {
location <0.0, 20, 0.0>
look_at <0.0, 0.0, -1.0>
right x*image_width/image_height
}
// create a regular point light source
light_source {
0*x // light's position (translated below)
color rgb <1,1,1> // light's color
translate <-20, 40, -20>
}
// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
0*x // light's position (translated below)
color rgb 1.0 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <40, 80, -40> // <x y z> position of light
}
// Create an infinite sphere around scene and allow any pigment on it
sky_sphere {
pigment {
gradient y
color_map {
[0.0 color rgb <0.7,0.7,1.0>]
[1.0 color blue 0.5]
}
}
}
// An infinite planar surface
// plane {<A, B, C>, D } where: A*x + B*y + C*z = D
plane {
y, // <X Y Z> unit surface normal, vector points "away from surface"
0 // distance from the origin in the direction of the surface normal
pigment {
color Red
}
hollow off // has an inside pigment?
}
// ----------------------------------------
// Scene objects
// ----------------------------------------
#declare Blister =
sphere {
<0, 0, 0>, 2
texture {
pigment{ rgbf <1.0, 1.0, 1.0, .9> }
normal {
ripples 1
frequency 10
}
finish {
reflection {0.3, 1 fresnel}
// conserve_energy
}
}
}
// ------------------------------------------
// Copies
#declare NxRd = seed (23574);
#declare NyRd = seed (22846);
#declare NzRd = seed (24784);
union {
#declare FVPos = -100;
#declare LVPos = 100;
#while ( FVPos < LVPos + 1)
#declare FHPos = -100;
#declare LHPos = 100;
#while ( FHPos < LHPos + 1)
object {
Blister
normal {
spotted
turbulence 10*rand(RdmC)
}
translate <5*FHPos+(4*rand(RdmA)), -1.75, 5*FVPos+(4*rand(RdmB))>
scale <0.2*NxRd, 0.2*NyRd, 0.2*NzRd>
}
#declare FHPos = FHPos + 1;
#end
#declare FVPos = FVPos + 1;
#end
}
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