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X-Caliber wrote:
> I dunno how to do it meshwise, so I ended up with an object intersection
> define of 56 planes which gets intersected with itsself later on. Heres the
> short version...
Seeing a demo of nested #whiles, I achieved major code shrinkage again. And
this time the facet count can be changed in either direction with some
#defines.
Thanks Bancquart Sebastien for posting your code!
camera {
location <1, 2.5, 4>
look_at <0, 0, 0>
}
light_source { <5, 5, 3> color <1, 1, .8> }
light_source { <-5, 0, 3> color <1, .8, 1> }
light_source { <5, 0, -3> color <.8, 1, 1> }
background {}
#declare CircCount = 14;
#declare VertCount = 8;
#declare HalfBoing = intersection { #declare a=VertCount;
#while (a>0) #declare a=a-1; #declare b=CircCount;
#while (b>0) #declare b=b-1;
plane { z, 2 rotate <180/VertCount*(a+0.5)-90, 720/CircCount*(b+
(a/2-int(a/2)) ), 0> }
#end #end }
object {
intersection {
object { HalfBoing pigment { color <1, .2, .2> } }
object { HalfBoing pigment { color <1, 1, 1> } rotate <0, 360/CircCount,
0> }
}
bounded_by {sphere {0, 2.2}}
}
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