POV-Ray : Newsgroups : povray.binaries.scene-files : Just fully automated Blob Object Server Time
19 May 2024 13:57:33 EDT (-0400)
  Just fully automated Blob Object (Message 1 to 2 of 2)  
From: faceDancer
Subject: Just fully automated Blob Object
Date: 9 Nov 1997 23:13:05
Message: <34669800.0@news.povray.org>
// Persistence Of Vision raytracer version 3.0 sample file.
// Fully automated Blob scene.
// Written by Russian CGA specialist Alexander Halyavin
// at deep deep night.
// All lefts not reserved. Use it how u want.
// Write yer questions to ale### [at] elpapostru or fac### [at] inamecom

#version 3.0
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
//============================================== Camera
camera {
    location <-5.0, 4.0, -20.0>
    direction z*1.3
    up z
    right x*1.33
    look_at <0.0, 0.0, 0.00>
}
//============================================== Lights
light_source
{
  <-20.00, 30.00, -100.00> color rgb <.7, .6, .4>
//  area_light <1, 0, 0>, <0, 0, 1>, 20, 20
//  adaptive 1
//  jitter
}
light_source
{
  <200.00, 300.00, -500.00> color Wheat
//  area_light <1, 0, 0>, <0, 0, 1>, 20, 20
//  adaptive 1
//  jitter
}
//============================================== Defines
//#default { pigment { White } finish { Shiny }}
#declare Xrow=6      //Change this for X dimension of blob
#declare Yrow=6      //Change this for Y dimension of blob
#declare Zrow=6      //Change this for Z dimension of blob
#declare CntrX=0
#declare CntrY=0
#declare CntrZ=0
#declare Distance=1
#declare Force=1
#declare Radii=.8
#declare OfsX=(Xrow*Distance)/2
#declare OfsY=(Yrow*Distance)/2
#declare OfsZ=(Zrow*Distance)/2
//============================================== Objects
plane { <0, 0, (((Zrow*Distance)/2)+(Distance/10))>, 2
texture {
  pigment{checker color MediumSeaGreen, color rgb <.6, .5, .2> scale 2.0}
  normal{bumps 0.4 scale 1}
  finish{specular .6; ambient 0.1; diffuse .4; reflection .5}
  }
}
blob
{
     threshold .65
     #while (CntrX < Xrow)
      #while (CntrY < Yrow)
       #while (CntrZ < Zrow)
        sphere
        {

<(CntrX*Distance)-OfsX,(CntrY*Distance)-OfsY,(CntrZ*Distance)-OfsZ>, Radii,
Force
         texture
         {
          pigment{color rgb <0.7, 0.7, 1>}
          /*finish
          {
           specular 1; ambient 0.1; diffuse .5; metallic; reflection .9
          }*/
         }
        }
        #declare CntrZ=CntrZ+1
       #end
       #declare CntrY=CntrY+1
       #declare CntrZ=0
      #end
      #declare CntrX=CntrX+1
      #declare CntrY=0
      #declare CntrZ=0
     #end
}


Post a reply to this message


Attachments:
Download 'Proba3.jpg' (16 KB)

Preview of image 'Proba3.jpg'
Proba3.jpg


 

From: Jonatan Hedborg
Subject: Re: Just fully automated Blob Object
Date: 21 Oct 1998 13:23:57
Message: <362E0B6D.7DA6185A@tninet.se>
faceDancer wrote:

> // Persistence Of Vision raytracer version 3.0 sample file.
> // Fully automated Blob scene.
> // Written by Russian CGA specialist Alexander Halyavin
> // at deep deep night.
> // All lefts not reserved. Use it how u want.
> // Write yer questions to ale### [at] elpapostru or fac### [at] inamecom
>
> #version 3.0
> global_settings { assumed_gamma 2.2 }
> #include "colors.inc"
> #include "textures.inc"
> #include "shapes.inc"
> //============================================== Camera
> camera {
>     location <-5.0, 4.0, -20.0>
>     direction z*1.3
>     up z
>     right x*1.33
>     look_at <0.0, 0.0, 0.00>
> }
> //============================================== Lights
> light_source
> {
>   <-20.00, 30.00, -100.00> color rgb <.7, .6, .4>
> //  area_light <1, 0, 0>, <0, 0, 1>, 20, 20
> //  adaptive 1
> //  jitter
> }
> light_source
> {
>   <200.00, 300.00, -500.00> color Wheat
> //  area_light <1, 0, 0>, <0, 0, 1>, 20, 20
> //  adaptive 1
> //  jitter
> }
> //============================================== Defines
> //#default { pigment { White } finish { Shiny }}
> #declare Xrow=6      //Change this for X dimension of blob
> #declare Yrow=6      //Change this for Y dimension of blob
> #declare Zrow=6      //Change this for Z dimension of blob
> #declare CntrX=0
> #declare CntrY=0
> #declare CntrZ=0
> #declare Distance=1
> #declare Force=1
> #declare Radii=.8
> #declare OfsX=(Xrow*Distance)/2
> #declare OfsY=(Yrow*Distance)/2
> #declare OfsZ=(Zrow*Distance)/2
> //============================================== Objects
> plane { <0, 0, (((Zrow*Distance)/2)+(Distance/10))>, 2
> texture {
>   pigment{checker color MediumSeaGreen, color rgb <.6, .5, .2> scale 2.0}
>   normal{bumps 0.4 scale 1}
>   finish{specular .6; ambient 0.1; diffuse .4; reflection .5}
>   }
> }
> blob
> {
>      threshold .65
>      #while (CntrX < Xrow)
>       #while (CntrY < Yrow)
>        #while (CntrZ < Zrow)
>         sphere
>         {
>
> <(CntrX*Distance)-OfsX,(CntrY*Distance)-OfsY,(CntrZ*Distance)-OfsZ>, Radii,
> Force
>          texture
>          {
>           pigment{color rgb <0.7, 0.7, 1>}
>           /*finish
>           {
>            specular 1; ambient 0.1; diffuse .5; metallic; reflection .9
>           }*/
>          }
>         }
>         #declare CntrZ=CntrZ+1
>        #end
>        #declare CntrY=CntrY+1
>        #declare CntrZ=0
>       #end
>       #declare CntrX=CntrX+1
>       #declare CntrY=0
>       #declare CntrZ=0
>      #end
> }
>
>  [Image]

hey! thats a NICE image!
/Jontan Hedborg


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.