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Hi,
Thanks for all the nice suggestions.
> Just start with evenly spaced points in an array. Now, apply some vturbulence to
> each point.
> Now that your points are shifted from ther original locations, just use loops to
> place and connect them. Your objects will be moved on all 3 axis from ther
> original locations.
I think the turbulence option fits my need the best. But I'm not quite there
yet. Hers my preliminary code:
#############################################################################
#include "colors.inc"
#include "shapes.inc"
#include "math.inc"
#include "transforms.inc"
#include "analytical_g.inc"
camera {
location <-20, 20, -12>
look_at <15,0,15>
}
light_source{<2500,2500,-1500> color White}
sky_sphere{ pigment{ gradient <0,1,0>
color_map{ [0 color rgb<1,1,1> ]//White
[0.4 color rgb<1,1,1>]//~Navy
[0.6 color rgb<1,1,1>]//<0.14,0.14,0.56>]//~Navy
[1.0 color rgb<1,1,1> ]//White
}
scale 2 }
}
#declare Thicknes =6;
#declare molecule =
union{
sphere{<0,0,0>,1
texture{
pigment{color Red}
finish {diffuse 0.9 phong 1}
}// end of texture
no_shadow
}// end of sphere
cylinder{<0.2,0,0.2>,
<0.2,-Thicknes/2.2,0.2>,
0.1
texture{
pigment{color rgb<1,0.65,0.0>}
}
no_shadow
}
cylinder{<-0.2,0,-0.2>,
<0.2,-Thicknes/2.2,0.2>,
0.1
texture{
pigment{color rgb<1,0.65,0.0>}
}
no_shadow
}
}
#declare bi_molecule =
union{
object{
molecule}
object{ molecule
rotate <0,0,180>
translate < 0, -Thicknes,0>}
}
#declare S = 50;
#declare Z = 0;
#declare EndZ = S;
#declare Step = 1;
#while ( Z < EndZ + Step)
#declare X = 0;
#declare EndX = S;
#while ( X < EndX + Step)
#declare R = 0;
//vturbulence(Lambda, Omega, Octaves, A)
#declare A = <X,R,Z> + 1.5*vturbulence(0, 0, 1,<X,R,Z>)*<0,1,0>;
object{ bi_molecule
translate A}
#declare X = X+Step;
#end
#declare Z = Z+Step;
#end
############################################################################
Maybe I don't get the parameters for vturbulence because I can't get the surface
to be random at larger distances while being less random at shorter distances.
Any thoughts?
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