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You just blew my mind. I am researching pigment_maps and texture_maps...
It didn't seem to work using exactly what you sent. I assume I need to modify it
some, but I need to research more to be smart enough to do that. ;-)
Here is what I have now:
/* ---------- MACRO TO CONVERT HEX STRING TO RGB VALUES ---------- */
#macro hex2rgb(hexString)
#macro hex2dec (theHexValue)
(asc(theHexValue)>64?asc(theHexValue)-55:asc(theHexValue)-48)
#end
<16*hex2dec(substr(hexString,1,1))+hex2dec(substr(hexString,2,1)),
16*hex2dec(substr(hexString,3,1))+hex2dec(substr(hexString,4,1)),
16*hex2dec(substr(hexString,5,1))+hex2dec(substr(hexString,6,1))>/255
#end
/* ---------- SCENE ---------- */
camera {
location <0,0,-40>
look_at <0,0,0>
}
light_source {
<-25, 25, -50>
color hex2rgb("E6E8FA")
}
/* ---------- OBJECTS ---------- */
sphere {
<0,0,0> 5
pigment { rgb<1,1,1> }
}
plane {
<0, 1, 0>, -6
//pigment { color hex2rgb("E6E8FA") }
//finish { ambient .9 diffuse 0 brilliance 0 reflection .1 }
material{
texture{
pigment_pattern{
spherical color_map{
[0.0 rgbft <1.0, 1.0, 1.0, 0.0, 0.0>]
[0.3 rgbft <1.0, 1.0, 1.0, 0.0, 0.0>]
[0.7 rgbft <0.0, 0.0, 0.0, 0.0, 0.0>]
[1.0 rgbft <0.0, 0.0, 0.0, 0.0, 0.0>]
}
}
texture_map{
[0.0
pigment{ color rgbt <0.0, 0.0, 0.0, 1.0> }
finish{
ambient 0
reflection{
1.0, 1.0
fresnel off
falloff 1.0
exponent 1.0
metallic 0.0
}
}
]
[1.0
pigment{ color rgbt <0.0, 0.0, 0.0, 1.0> }
finish{
ambient 0
reflection{
0.0, 0.0
fresnel off
falloff 1.0
exponent 1.0
metallic 0.0
}
}
]
}
}
}
}
background { hex2rgb("E6E8FA") }
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