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//#declare trunk_13=
#declare PR_DIFFUSE=pigment {color rgb <0.056,0.058,0.036> transmit 0/100 }
#declare F1=finish{
diffuse 1
oren_nayar 1.117
}
#declare T1=texture{
pigment{uv_mapping PR_DIFFUSE }
finish{F1}
}
Then I distribute the trees using for loop and random:
#include "camphor_13_mod_POV_geom.inc"
#include "camphor_40_mod_POV_geom.inc"
#include "camphor_48_mod_POV_geom.inc"
#include "camphor_56_mod_POV_geom.inc"
#declare spec_rand = seed(51);
#declare pos_x_rand = seed(277);
#declare pos_y_rand = seed(13);
#declare ang_ran = seed(2);
#declare scal_rand = seed(518);
#for(i, 0, 10)
#for(j, 0 , 10)
#declare spec = rand(spec_rand)*4;
#if(spec < 1)
object{
camphor_13_mod_
rotate <90, 0, 0>
scale <1, 1, 1>*0.5
rotate <0, 0, rand(ang_ran)*360>
scale <1, 1, 1>*(1 + 0.1*rand(scal_rand))
translate <-40 + i*7, j*7, 0>
translate <rand(pos_x_rand), rand(pos_y_rand), 0>*5.5
}
#elseif(spec < 2)
object{
camphor_40_mod_
rotate <90, 0, 0>
scale <1, 1, 1>*0.5
rotate <0, 0, rand(ang_ran)*360>
scale <1, 1, 1>*(1 + 0.25*rand(scal_rand))
translate <-40 + i*7, j*7, 0>
translate <rand(pos_x_rand), rand(pos_y_rand), 0>*5.5
}
#elseif(spec < 3)
object{
camphor_48_mod_
rotate <90, 0, 0>
scale <1, 1, 1>*0.5
rotate <0, 0, rand(ang_ran)*360>
scale <1, 1, 1>*(1 + 0.2*rand(scal_rand))
translate <-40 + i*7, j*7, 0>
translate <rand(pos_x_rand), rand(pos_y_rand), 0>*5.5
}
#else
object{
camphor_56_mod_
rotate <90, 0, 0>
scale <1, 1, 1>*0.5
rotate <0, 0, rand(ang_ran)*360>
scale <1, 1, 1>*(0.8 + 0.1*rand(scal_rand))
translate <-40 + i*7, j*7, 0>
translate <rand(pos_x_rand), rand(pos_y_rand), 0>*5.5
}
#end
#end
#end
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