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Thomas de Groot <tho### [at] degrootorg> wrote:
> I agree. The important thing is to use a bump_map of some quality.
I found a povray file to get the bump_map. Perhaps somebody knows the origin. My
only contribution is an aoi texture as default.
//------------------------
/* scratches2 */
// +fn16 Output_File_Name=d:\images\ +w4096 +h4096
#version 3.7;
global_settings {
#declare a_g = 2.2;
assumed_gamma a_g
max_trace_level 16
noise_generator 3
}
camera {
orthographic
location -5*z
look_at 0
right 40*x
up 40*y
}
/*#default {
texture {
pigment {
bozo
scale 0.2
color_map {
[0 rgb 0.5]
[1 rgb 1]
}
}
finish {ambient 1}
}
}*/
#default {
texture {
pigment {
aoi
color_map {
[0 srgb 1]
[0.5 srgb 0]
[1 srgb 1]
}
}
finish {ambient 1}
}
}
#include "transforms.inc"
#declare I = seed (1);
#declare ang = 0;
#while (ang < 360)
#declare num = 20+20*rand (I);
#declare i = 0;
#while (i < num)
#declare px = no;
#declare nx = no;
#declare r = 0.01+0.035*rand (I);
#declare s = 2+10*rand (I);
#declare _x = -20+40*rand (I);
#declare _y = -20+40*rand (I);
sphere {
0, 1
scale <r,0.5,r>
scale <1,s,1>
rotate ang*z
translate <_x,_y,0>
}
#if (vtransform (0.5*y, transform {scale <1,s,1> rotate ang*z
translate _x*x}).x > 40 | vtransform (-0.5*y, transform {scale <1,s,1> rotate
ang*z translate _x*x}).x > 40)
#declare px = yes;
sphere {
0, 1
scale <r,0.5,r>
scale <1,s,1>
rotate ang*z
translate <_x-40,_y,0>
}
#else
#if (vtransform (0.5*y, transform {scale <1,s,1> rotate
ang*z translate _x*x}).x < 40 | vtransform (-0.5*y, transform {scale <1,s,1>
rotate ang*z translate _x*x}).x < 40)
#declare nx = yes;
sphere {
0, 1
scale <r,0.5,r>
scale <1,s,1>
rotate ang*z
translate <_x+40,_y,0>
}
#end
#end
#if (vtransform (0.5*y, transform {scale <1,s,1> rotate ang*z
translate _y*y}).y > 40 | vtransform (-0.5*y, transform {scale <1,s,1> rotate
ang*z translate _y*y}).y > 40)
sphere {
0, 1
scale <r,0.5,r>
scale <1,s,1>
rotate ang*z
translate <_x,_y-40,0>
}
#if (px)
sphere {
0, 1
scale <r,0.5,r>
scale <1,s,1>
rotate ang*z
translate <_x-40,_y-40,0>
}
#else
#if (nx)
sphere {
0, 1
scale <r,0.5,r>
scale <1,s,1>
rotate ang*z
translate <_x+40,_y-40,0>
}
#end
#end
#else
#if (vtransform (0.5*y, transform {scale <1,s,1> rotate
ang*z translate _y*y}).y < 40 | vtransform (-0.5*y, transform {scale <1,s,1>
rotate ang*z translate _y*y}).y < 40)
sphere {
0, 1
scale <r,0.5,r>
scale <1,s,1>
rotate ang*z
translate <_x,_y+40,0>
}
#if (px)
sphere {
0, 1
scale <r,0.5,r>
scale <1,s,1>
rotate ang*z
translate <_x-40,_y+40,0>
}
#else
#if (nx)
sphere {
0, 1
scale <r,0.5,r>
scale <1,s,1>
rotate ang*z
translate
<_x+40,_y+40,0>
}
#end
#end
#end
#end
#declare i = i+1;
#end
#declare ang = ang+20;
#end
//--------------
Norbert
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