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"Marco" <rpo### [at] gmail com> wrote:
>
> Thank you very much! That looks beautiful, I'll just try and modify this sample,
Happy to help.
Christian and Alain are probably right about using sphere_sweep, I just have
trouble every time I try to automate the coordinates for those. I finally got it
right(?), see redone script below. Had seen Mike Raiford's post in off-topic,
Wavelet, so that got me thinking more about this.
> your records must be in pretty bad shape if you can't see the sine wave
> (or maybe I always zoom in very far with Audacity), enjoy anyway! Oh, and make
> sure you record to 44k1Hz, and not 22050Hz
Yep, that was the first thing I found out, using 44.1 not a higher (better?)
rate. That sounds fine to my ears. My records are in bad shape or well used, and
the randomized wave form of my script is about what I see when zoomed into the
Audacity graph. ;)
/* example sound wave */
#local Sweep=yes;
camera
{
location <15, 0.5, -25>
look_at <15,0.5,0>
}
#local T=25; // total time
#local I=0; // time count
#local S=0.1; // scale
#local A=3; // amplitude
#local F=0; // frequency
#if (Sweep=yes)
#local I=2; // time count
#local Ss=1; // scale
sphere_sweep
{
b_spline
T,
#while (I-2<T)
#local R=seed(I); // random
<I+F,sin(I)*A,0>, S
#local I=I+Ss;
#local F=sin(I*R);//(sin(I/2)+cos(I/3)); //sin(I);
#end
#else
union
{
#while (I<=T)
#local R=seed(I); // random
sphere
{
<I+F,sin(I)*A,0>, S
}
#local I=I+S;
#local F=0; // sin(I); // math to reshape wave, like sin(I*R)
#end
#end // if
texture
{
pigment
{
function {abs(y)}
color_map {
[0 rgb <0,1,0>]
[1 rgb <1,0,0>]
}
scale 1*A+S // adjust amplitude and sphere size
}
finish
{
ambient 1
}
}
} // end union spheres
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