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The basic setup is quite simple, and it's mainly just a macro to
place nine copies (in a 3x3 grid) of an object in the scene, so that
it appears to overlap opposite edges. Deciding what and where to
put 32 objects took a little while, but it's helped by having
a straight down view of a checkered plane...
A simple minimal example is:
===================
#include "colors.inc"
global_settings{max_trace_level 15}
light_source{<-4,10,2>, 0.9 parallel point_at <0,0,0>}
camera {orthographic location <0,10,0> look_at <0,0,0>
right<image_width/image_height,0,0> }
// o=object, i,j=coords in viewed area [-0.5:0.5], k=height above plane
#macro place(o,i,j,k)
object{o translate <i,k,j>}
object{o translate <i-1,k,j>}
object{o translate <i+1,k,j>}
object{o translate <i,k,j-1>}
object{o translate <i-1,k,j-1>}
object{o translate <i+1,k,j-1>}
object{o translate <i,k,j+1>}
object{o translate <i-1,k,j+1>}
object{o translate <i+1,k,j+1>}
#end
plane
{ <0,1,0>,0 pigment
{checker color White, color Gray60 scale 0.1}
}
sky_sphere {pigment {Gray50}}
#declare s1=sphere{0,0.2 pigment {White}}
place(s1,0.1,0.1,0.1)
place(s1,0.-0.45,-0.45,0.1)
===================
Regards,
Bernard
"Fernando G. del Cueto" wrote:
>
> Wow... it must be a pain in the neck to do this right. Isn't it?
>
> It looks very cool in my desktop.
>
> Fernando
>
> news:4041F9EE.485E38BF@arkady.demon.co.uk...
> >
> > This was an experiment in producing an image which can be
> > tiled (using parallel light source and orthographic camera).
> >
> > As this is my first post in this group it includes a checkered
> > plane and a reflective sphere :-)
> >
> > Bernard
>
> ----------------------------------------------------------------------------
> ----
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