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photons, media and iso-surfaces... why is it always the hardest things to get
right are also the ones that take longest to render?
--
#macro A(V,B,C,R)#while(B-256)#if(V-128/B>=0)sphere{0,.5translate<C-4R-1,9>
pigment{rgb<1-C/8R/2C/8>}}#local V=V-128/B;#end#local B=B*2;#local C=C+1;#
end#end A(234,1,0,2)A(85,1,0,1)A(81,1,0,0)light_source{-5 1}//Tom Melly
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Attachments:
Download 'tmland4.jpg' (11 KB)
Preview of image 'tmland4.jpg'
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Tom Melly wrote:
> photons, media and iso-surfaces... why is it always the hardest things to get
> right are also the ones that take longest to render?
It's because of some guy named Murphy and his undeniable laws. :-)
--
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GU d s++: a- C++ UB+++ P--- L++ E--- W++ N++ o K- w++
O- M+ V- PS- PE- Y+ PGP t+ 5+++ X+ R+ tv b++ DI+ D++
G e++ h--- r+++ y?
------END GEEK CODE BLOCK------
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On Wed, 18 Sep 2002 15:40:25 +0100, Tom Melly wrote:
> photons, media and iso-surfaces... why is it always the hardest things to get
> right are also the ones that take longest to render?
>
I like the lines on the sea bed.
--
#local i=.1;#local I=(i/i)/i;#local l=(i+i)/i;#local ll=(I/i)/l;box{<-ll,
-((I/I)+l),-ll><ll,-l,ll>pigment{checker scale l}finish{ambient((I/l)/I)+
(l/I)}}sphere{<i-i,l-l,(I/l)>l/l pigment{rgb((I/l)/I)}finish{reflection((
I/l)/I)-(l/I)specular(I/l)/I}}light_source{<I-l,I+I,(I-l)/l>l/l} // Steve
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"Steve" <ste### [at] zeroppsuklinuxnet> wrote in message
news:slr### [at] zeroppsorguk...
> On Wed, 18 Sep 2002 15:40:25 +0100, Tom Melly wrote:
> > photons, media and iso-surfaces... why is it always the hardest things to
get
> > right are also the ones that take longest to render?
> >
>
> I like the lines on the sea bed.
>
Thanks - iso-surface btw...
#declare Bed_func = function(x,y,z){
y +
10 +
(sin(x*5 - sin(z + f_noise3d(x,0,z))*1)/20) -
(sin((x+z)*1 -
sin(z + f_noise3d(x,0,z))*1)/30)
}
#declare Bed_base =
isosurface {
function { Bed_func(x, y, z) }
contained_by {sphere{0,Cont_rad}}
accuracy 0.001
max_gradient 2
pigment{rgb<0.9,0.9,0.6>}
}
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