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..... and now, after spending some time with my family on this beautiful sunday,
a
more complete example that really renders a picture, though WHAT that might be,
I really don't want to guess :-) ...
// cut HERE for BumpFunc.pov
#declare BumpFunc = function{ pattern{ bumps} };
#declare BumpSquared = function{ pow( BumpFunc( x, y, z ), 2 ) };
/*************
it's interesting that that is FASTER than
#declare BumpSquared = function{ BumpFunc( x, y, z )*BumpFunc( x, y, z ) };
*************/
isosurface {
function {
0.5-BumpSquared( x, y, z )
}
max_gradient 1.35
contained_by {
sphere { <0.0, 0.0, 0.0>, 8 }
}
rotate y*90
scale 0.25
#declare COLORS = yes;
#if( COLORS )
pigment {
spherical
color_map {
[ 0.00000 rgb < 1.00000, 0.50000, 1.00000> ]
[ 0.10000 rgb < 1.00000, 0.50000, 1.00000> ]
[ 0.21400 rgb < 0.50000, 0.50000, 1.00000> ]
[ 0.32800 rgb < 0.20000, 0.20000, 1.00000> ]
[ 0.44200 rgb < 0.20000, 1.00000, 1.00000> ]
[ 0.55600 rgb < 0.20000, 1.00000, 0.20000> ]
[ 0.67000 rgb < 1.00000, 1.00000, 0.20000> ]
[ 0.78400 rgb < 1.00000, 0.50000, 0.20000> ]
[ 0.90000 rgb < 1.00000, 0.20000, 0.20000> ]
[ 1.00000 rgb < 1.00000, 0.20000, 0.20000> ]
}
scale 2
}
#else
pigment{ color rgb 1 }
#end // #if( COLORS )
}
light_source {
-10*z+y
rgb 0.5
}
light_source {
-10*z+y-2*x
rgb 0.5
}
light_source {
-10*z+y+2*x
rgb 0.5
}
camera {
location < 0.0, 0.0, -5>
}
// cut HERE again for end of BumpFunc.pov
Enjoy
Karl
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