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Done..
Added a sky.
camera {
location <-100, 10, -100>
sky <0, 1, 0>
look_at <0, 0, 0>
}
light_source {
<-1000, 800, -2000>
color rgb<1, 1, 1>
}
plane {
<0, 1, 0>, 0
pigment {
color rgb<1, 1, 1>
}
}
//bobs part one
#declare C=1;
#while (C<9)
sphere {0,1
pigment {rgb C/10 filter C/9}
normal {waves .4 turbulence .2 scale .1 phase clock}
finish {ambient .6-(C/11) diffuse .2+(C/15) specular .6 roughness .01
reflection .25
irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
scale <C/3,C/4,C/5>*7 rotate C*45*y rotate clock*360*y
translate <3,5,-7>*4
}
#declare C=C+1;
#end
//bobs part one
//Johannes' part 1
union {
superellipsoid { <0.1, 0.1> }
superellipsoid { <1.0, 0.1> translate 0.93*y }
superellipsoid { <1.0, 0.1> translate 0.93*x }
material{
texture{
pigment { color rgb <0.8, 0.0, 0.0> }
finish {
ambient 0.2
diffuse 0.3
brilliance 0.099
phong 1.0
phong_size 4.3
specular 0.22
roughness 0.001
}
}
}
scale <2.5, 2.5, 1.25>
rotate <0, 0, 45>
translate <-80, 3.3, -70>
}
//End Johannes' part 1
// Start Ken 3of3
#declare Obelisk =
intersection{intersection{intersection{
plane{x,0 rotate 5*z translate 9*x }
plane{x,0 rotate 5*z translate 9*x rotate 90*y }
plane{x,0 rotate 5*z translate 9*x rotate 180*y }
plane{x,0 rotate 5*z translate 8*x rotate 270*y}}
plane{x,0 rotate 30*z translate 5*x translate 60*y}
plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 90*y}
plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 180*y}
plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 270*y}
plane{y,0 inverse}}
cylinder{z*-10,z*10,6 scale<1,1.75,1>inverse pigment{rgb 0}}}
#declare OBTex =
texture{pigment{granite turbulence 5 color_map{
[.25 rgb<.70,.67,.64>][.50 rgb<.65,.63,.59>]
[.75 rgb<.70,.67,.64>][1.0 rgb<.65,.63,.59>]}}
finish{ambient .4 diffuse .35}}
#declare Obelisk_Set =
union{
object{Obelisk scale<1.5,1.25,1>translate<-100,0,50>texture{OBTex scale 10}}
object{Obelisk scale<1.5,1.25,1>translate< 100,0,50>texture{OBTex scale 10}}}
union{
#declare A = 0;
#while (A<10)
object{Obelisk_Set translate 250*z*A}
#declare A=A+1; #end rotate 45*y}
fog{distance 150 color rgb<.70,.67,.63>fog_type 2 fog_offset 15 fog_alt 1}
// End Ken 3of3
//Spider's part one .
//I decided the scene needed a sky.. I had planned on adding some mountains in the
bkg,
but I didn't have my HF's left.. (damned)
//The sky is very fuzzy and carootnish, a bit dark, but I like it...
//If there is space later, I have a #declare foor a minor wood.... (Hmm... 24 trees,
*48
(Gnarled trees.))
#declare fast=false; //Set this to true to remove some skies. (Good for speed)
#declare SkyOut = 20000; //outer
#declare SkyIn = 15000; //inner
#declare SkyScale = 270; //The scale.
sphere { //Sky layer 1
<0,0,0>,SkyOut
hollow
#if(fast=true) pigment { colour red 1 } #else
pigment {
bozo
turbulence <0.70,0.4,0.7>
octaves 3 omega 1/6 lambda 2.5
color_map {
[0.0 color rgb <0.850, 0.700, 0.750> ] [0.1 color rgb <0.550, 0.600, 0.650> ]
[0.5 color rgb <0.184, 0.184, 0.309> ] [1.0 color rgb <0.100, 0.100, 0.200> ]
}
scale <3, 1, 3> scale SkyScale
}
rotate <clock*360, -clock*240, clock*120>
#end
}
sphere { //Sky layer 2
<0,0,0>, SkyIn
hollow
#if(fast=true) pigment { colour red 1 } #else
pigment {
bozo
turbulence 0.65 octaves 3 omega 1/6 lambda 2.5
color_map {
[0.0 color rgb <0.88, 0.85,0.85> ] [0.05 color rgb <0.80, 0.75, 0.75> ]
[0.25 color rgbf 1] [1.001 color rgbf 1] }
scale <6, 1, 6> scale SkyScale
}
rotate <clock*240, -clock*320, clock*180>
#end
}
//End Spider 1
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