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Not inspired by any building in particular. I intend to improve it,
eventually. As it is, it began very simply.
source:
// sky
sphere { 0, 1
texture {
pigment { gradient -y color_map {[0 rgb z*.7][1 rgb <.8,.9,1>]} }
finish { ambient 1 diffuse .01 }
scale 2.1
translate -y/2
}
texture {
pigment { bozo turbulence .6 omega .6 lambda 3
color_map {[0 rgbt 1][.56 rgbt 1][.6 rgb 1][1 rgb 1]} scale .5
}
finish { ambient 1 diffuse .002 }
scale 2.1
translate -y/2
}
no_shadow
scale 1000
}
#local p_concrete = pigment {
checker rgb .9 rgb .86 turbulence .1 omega .56 scale 10
}
// scene
union {
light_source { 300*(1-2*z) <1,1,.8>*1.2 }
plane { y, 0 pigment { rgb 1 } finish { ambient .2 diffuse .5 } }
#local building_s = <36,90,18>;
#local building =
union {
box { -1,1 scale building_s/2
pigment { rgb .1*y }
normal { average
normal_map {
[1 quilted .07 control0 .06 control1 .06 scale 2]
[.5 cells scale 2 slope_map {[0 .1][.7 .1][.7 0][1 0]}]
}
}
finish { diffuse .007 ambient .01 brilliance 1.4
specular .9 roughness .01 metallic .2
reflection { .02,3.96 metallic .2
fresnel on exponent 3 falloff 20
}
conserve_energy
}
hollow
interior { ior 1.5 fade_power 2 fade_distance 3 }
}
box { -1,1 scale <7,building_s.y+5,building_s.z+4>/2
pigment { p_concrete }
translate y*5/2 -x*8
}
box { -1,1 scale <7,building_s.y+5,building_s.z+4>/2
pigment { p_concrete }
translate y*5/2 +x*8
}
finish { ambient .01 diffuse .5 }
translate y*building_s/2
}
union {
object { building rotate y*90 translate -x*(building_s.z/2+10) }
object { building rotate y*90 translate x*(building_s.z/2+10) }
//rotate y*70
}
//box { -1,1 scale 20 pigment { rgb .8 } translate -z*60-x*20 }
rotate -y*30
}
#local cam1 =
camera {
location -z*80*2+y*1.6
look_at y*50
angle 50
}
#local cam2 =
camera {
location -z*60 + y*1.6
look_at y*60
angle 50
}
camera { cam2 }
global_settings {
radiosity { brightness .7 count 80 error_bound .5 normal on }
}
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Download 'predio-wip1.jpg' (38 KB)
Preview of image 'predio-wip1.jpg'
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