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From p.b.i (remember to un-break lines when copy/pasting):
//START
global_settings {
charset utf8
ambient_light 1
adc_bailout 0.001
max_trace_level 10
}
//
// ******* I N C L U D E S *******
//
#include "colors.inc"
#include "textures.inc"
//
// ******* C A M E R A *******
//
#declare LO=<400,2000,-3000>;
#declare LA=<0,0,-500>;
camera{
up y
right x*image_width/image_height
angle 60
location LO
look_at LA
}
//
// ******* L I G H T S *******
//
#declare LB=box{<-800,-1200,0>,<800,1200,1> texture{pigment{rgb 1}
finish{diffuse 0 ambient 40}}}
light_source{
0,
rgb 2
area_light
<1600,2400,0> <0,0,8>
4, 4
adaptive 0
jitter
looks_like{LB}
fade_power 2
fade_distance 6000
translate <-200,4200,4000>
}
light_source{
0,
rgb 2
area_light
<1600,2400,0> <0,0,8>
4, 4
adaptive 0
jitter
looks_like{LB}
fade_power 2
fade_distance 6000
translate <-3200,4200,4000>
}
//
// ******* T E X T U R E S *******
//
#default{finish{ambient 0 diffuse 0.5}}
#declare BM="wood-33_b.jpg";//bump map
#declare DM="wood-33_d.jpg";//diffuse map
#declare SM="wood-33_r.jpg";//specular/reflective map
#declare Scl=<6000,15,6000>; //tile size (the arroway site has this for
the samples)
#declare Spec=0.15; //specular/reflective strength (again you
can use arroway's info)
#declare DifMn=0.0;//Min diffuse value
#declare DifMx=1.0;//Max diffuse value
#macro SMap(Ref,Dif)//Reflectivity mapping
pigment {image_map { jpeg DM map_type 0 interpolate 2 once }}
finish {
ambient 0 diffuse Dif
conserve_energy
reflection{0 Ref fresnel on metallic 0}
}
// normal{bump_map {jpeg BM map_type 0 interpolate 0 once}}//uncomment for
bumpmap
#end
#macro DMap(Ref,Dif)//Diffuse mapping
image_pattern { jpeg SM map_type 0 interpolate 2 once }
texture_map{
[0 SMap(0,Dif)]
[1 SMap(Ref,Dif)]
}
#end
#declare FloorMat=
material{
texture{
image_pattern { jpeg DM map_type 0 interpolate 2 once}
texture_map{
[0 DMap(Spec,DifMn)]
[1 DMap(Spec,DifMx)]
}
rotate x*90
}
interior{ior 1.36}//using fresnel reflection, vary ior accordingly
}
//
// ******* O B J E C T S *******
//
#declare Tile=height_field{jpeg BM material{FloorMat}}//Using heightfield
#declare Tile2=box{0,<1,-1,1> material{FloorMat}} //Using bumpmap
//
// ******* S C E N E *******
//
#declare Siz=6;//creating a 6x6 tiling of the tile
union{
#declare i=1;#while (i<Siz)
#declare j=1;#while (j<Siz)
object{Tile translate <-i,0,-j>}
#declare j=j+1;#end
#declare i=i+1;#end
translate <Siz/2,0,Siz/2>
scale Scl
rotate y*90
}
//END
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