|
|
"ts" <nomail@nomail> wrote:
> looks as if you didn't use just a sphere ...
that's the effect of normals.
> post your texture code?
#declare nc = 8 ; // number of levels
#declare ec =.003 ; // thickness of the levels
#declare ds = 12 ; // dispersion samples
#declare rd=seed(1) ;
#macro M_PerleNoire(n,decal) material {
texture {
pigment {rgbt <.2,.2,.2,.8>}
finish {
ambient .2 diffuse .4
specular .23 roughness .04
phong .2 phong_size 350
brilliance 2
}
normal {
bumps .3+rand(rd)*.1
scale .4+rand(rd)*.1
translate decal
}
}
interior {
ior 1+2*n/nc
dispersion 10
dispersion_samples ds
}
}#end
#declare Perle = union {
#local ip=0 ;
#local dec = 0 ;
#while(ip<nc)
#local ip=ip+1 ;
#local dec=dec+<rand(rd),rand(rd),rand(rd)>*ec*2 ;
sphere {0 1-ec*(nc-ip) M_PerleNoire(ip,dec)}
#end
}
Post a reply to this message
|
|