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Oops...forgot source.
//--------------------------------
#include "colors.inc"
#include "shapes.inc"
#include "textures.inc"
#include "metals.inc"
#include "shapesq.inc"
#include "skies.inc"
#declare debugin = false;
camera{
location <-1.5,0,-9>
look_at <-1.5,-3.75,0>
#if (debugin = false)
focal_point <0,-3.99,0>
aperture .49
blur_samples 250 //could use more...
#end
}
light_source {
<200,10,-500>, rgb 1
}
global_settings{
number_of_waves 5
#if (debugin = false)
max_trace_level 30
#else
max_trace_level 2
#end
}
sky_sphere{S_Cloud1 rotate x*50}
#declare My_Water = material {
texture {
pigment{ rgbf <0.9, 0.95, 1.0, 0.9> }
normal {
ripples 0.75
frequency 10
}
finish {
reflection {0.3, 1 fresnel}
conserve_energy
}
}
interior { ior 1.33 }
}
#declare radi = 5;
union{
//merge blobs and witchhat
merge{
blob{
threshold .8
sphere{ <0, 0, 0>, radi*1, -1}
sphere{ <0, -radi+radi/15, 0>, radi*2, 1}
sturm
}
intersection{
object{ Witch_Hat scale y*-1 inverse }
cylinder{ <0,-1,0><0,1,0>,2 }
translate y*-3.99
}
#if (debugin = false)
material{
texture{
pigment{ rgbf <0.9, 0.95, 1.0, 0.9> }
normal {
average
normal_map{
[1.0 ripples 0.75 scale 3 frequency 10]
[2.0 waves 1 scale <1,3,1> frequency 2.5 phase -pi/4]
}
}
finish {
reflection {0.3, 1 fresnel}
conserve_energy
}
}
interior{ior 1.33 caustics .9}
}
#else
pigment{Blue}
#end
}
union{
sphere{ <0, 0, 0>, 0.10 scale y*1.2 translate y*-2.5}
sphere{ <0, 0, 0>, 0.05 translate y*-2.8 }
#if (debugin = false)
material{My_Water scale 3 rotate z*90}
#else
pigment{Blue}
#end
}
rotate x*5
}
//make close drops
#declare r1=seed(19873445);
#declare i = 200;
#while (i < 550)
sphere{
<-500*rand(r1)+250,-300*rand(r1)+300+10,450*rand(r1)+20>,4.5*rand(r1)+1
#if (debugin = false)
material{My_Water scale 4*rand(r1)+3 rotate<360*rand(r1),
360*rand(r1), 360*rand(r1)>}
#else
//must use random numbers so sequency will stay same as when not
debugin
#declare dummy1=rand(r1);
#declare dummy2=rand(r1);
#declare dummy3=rand(r1);
#declare dummy4=rand(r1);
pigment{Blue}
#end
translate z-30
rotate x*40
}
#declare i = i + 1;
#end
//make random distant drops
#declare i=550;
#while (i < 550)
sphere{
<-1000*rand(r1)+500,-1000*rand(r1)+500+10,450*rand(r1)+500>,4.5*rand(r1)+1
#if (debugin = false)
material{My_Water scale 4*rand(r1)+3 rotate<360*rand(r1),
360*rand(r1), 360*rand(r1)>}
#else
//must use random numbers so sequency will stay same as not debugin
#declare dummy1=rand(r1);
#declare dummy2=rand(r1);
#declare dummy3=rand(r1);
#declare dummy4=rand(r1);
pigment{Red}
#end
translate z-30
rotate x*40
}
#declare i = i + 1;
#end
//two near drops
sphere{
0,5
translate z*40
translate x*13
translate y*-4.2
material{My_Water rotate x*90 scale 6}
}
sphere{
0,5
translate z*20
translate x*-11
translate y*-6
material{My_Water scale 6 rotate<360*rand(r1), 360*rand(r1),
360*rand(r1)>}
}
//--------------------------------
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wanderfull!!
i loved both the idea and the execution!
brandon wrote:
> Started as a small blob test and, as usuall, turned into a simple little
> scene.
>
> Would need to use blobs for the "splash" rather than a witchhat for a high
> res render.
>
>
>
> ------------------------------------------------------------------------
>
--
Best regards,
Stefano Tessarin
http://www.pocreativity.com
To follow the path:
look to the master,
follow the master,
walk with the master,
see through the master,
become the master.
Zen poem.
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