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Jim Holsenback <jho### [at] povrayorg> wrote:
> Here's the deal I'll work on the narrative but I'd like some one to come
> up with a scene file that would make experimentation a bit more user
> friendly.
....
> I'd like something that would allow just changing the Pattern/Type
> values and have the color_map automatically generated.
Hey Jim, here's my take on it.
It reproduces the example you posted, and is flexible enough for all tile types.
Some of the extra options might be removed to shorten the code...
// Code
#include "colors.inc"
#include "math.inc"
#declare TilingPattern = 22;
#declare TileTypes = 3;
// for seeing how many colors we need
#declare ColorMap = on;
// make final color black, probably not needed
#declare BlackAtTileType = true;
#declare ColorArray =
array[10]{
Red, White,
Green, Yellow,
Blue, Cyan,
IndianRed, Pink,
DarkGreen, Turquoise
}
plane{y,0
texture{
pigment{
tiling TilingPattern
#if(ColorMap)
color_map{
#declare V=0;
#declare V2 = 0;
#while(V<TileTypes*2)
#if(mod(V,TileTypes*2) = TileTypes*2-1 & BlackAtTileType)
#declare ThisColor = rgb<0,0,0>;
#else
#declare ThisColor =
ColorArray[mod(V,dimension_size(ColorArray,1))];
#end
#declare incre = 0.75*even(V)+0.25*odd(V);
[ V2/TileTypes ThisColor]
[ (V2+incre)/TileTypes ThisColor]
#declare V = V + 1;
#declare V2 = V2 + incre;
#end
}
#end
}
}
}
// ~Code
It's a little messy, but it works. I think I captured the spirit of what you
were looking for...
Sam
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