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Hi all, it's been a while since I've posted an image, but this weekend I found
the time to rework a scene that I first rendered back in 2004. I updated many
things that bothered me when I recently saw the original image: a new
background, better (more realistic) lighting, more photons, etc...
The rings themselves are built using three parametric equations, one for each
ring, as follows (yes, a bit of overkill on the spline wrapping, but 18 nodes
works nicely):
#declare r = sqrt(3) / 3;
#declare PI_2 = 2*3.14159;
#macro Borromean(which, mat)
#local param = array[3]
#local U = 0;
#local vec = array[13];
#local i = 0;
#while(U < PI_2)
#local param[0] = <cos(U), sin(U) + r, cos(3*U) / 3>;
#local param[1] = <cos(U) + 0.5 , sin(U) - r/2 , cos(3*U) / 3>;
#local param[2] = <cos(U) - 0.5 , sin(U) - r/2 , cos(3*U) / 3>;
#local vec[i] = param[which-1];
#local U = U + 0.5;
#local i = i + 1;
#end
#local i = 0;
sphere_sweep {
cubic_spline
18,
#while(i < 13)
vec[i], 0.2
#local i = i + 1;
#end
#local i = 0;
#while(i < 5)
vec[i], 0.2
#local i = i + 1;
#end
tolerance 0.001
material { mat }
}
#end
Cheers,
Rob
-------------------------------------------------
www.McGregorFineArt.com
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Attachments:
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Preview of image 'borromeanrings2020_1080px.png'
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Op 13/01/2020 om 05:13 schreef Robert McGregor:
> Hi all, it's been a while since I've posted an image, but this weekend I found
> the time to rework a scene that I first rendered back in 2004. I updated many
> things that bothered me when I recently saw the original image: a new
> background, better (more realistic) lighting, more photons, etc...
>
It's been a while indeed! Good to have you back... with a stunning image.
--
Thomas
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