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For John who asked. Heres how the rain was added...
// Join all rain drops intp one huge blobby object
#declare theDrops = object {
// Counter used to count each drop.
#declare dropCount=1;
// Declare the random stream seed ( where it starts in the random number
list ).
#declare rStream = seed(0);
blob {
threshold 0.5
// This "while" loop, loops until the count of drops reaches
786.
#while(dropCount<786)
// The box i'm putting the drops on is <-10,0,-10>
to <10,-10,10> so for
// each drop get a random position in the x and z
within the boxes co-ords.
#declare xMod = (rand(rStream)*9)-4.5;
#declare zMod = (rand(rStream)*9)-4.5;
// Get a random size for the drop.
#declare dropSize = (rand(rStream) * 0.5)+0.01;
// Using the "trace" function to draw a line from
Y1000 to Y-1000 and return the
// location where the line intersects the box (the
top).
sphere {
trace
(theBox,<xMod,1000,zMod>,<xMod,-1000,zMod> )
,dropSize, strength 1
}
// Increment the count of drops by one, the parser
then goes back to the "while"
// to see if we've added 786.
#declare dropCount = dropCount + 1;
#end
// This scale reduces the height of the blobs spheres by
half, giving them a more
// watery shape.
scale <1,0.5,1>
texture {
pigment {
Clear
}
finish {
reflection { 0.1,0.8 }
}
}
hollow
interior {
ior Water_Ior
}
}
}
And just so everyone knows. The city was generated using the City macro by
Chris Colefax with a very minor bit of tinkering by myself.
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