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I am also finished. Here is the source (again, detatch the heightfield
source and render separately I did it at 320x240 no AA)
Steve
// Desc: "A Little Game"
// Date: 1/10/98
// Auth: (gemelli started it...)
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
// Lone Shepherd's part {Mike Metheny}
// A shuriken; transparent parts shown to show sort of a motion blur.
Would
// add more but that would seriously increase render time :0
#declare star =
merge{
difference{
prism {
conic_sweep
linear_spline
.95, // sweep the following shape from
here...
1, // ... up through here
9, // the number of points making up the
shape...
<0,3>, <.75,.75>, <3,0>, <.75,-.75>,
<0, -3>, <-.75,-.75>, <-3,0>, <-.75,.75>,<0,3>
translate<0,-1,0>
}
cylinder{<0,-4,0>,<0,4,0>,.5}
}
difference{
prism {
conic_sweep
linear_spline
.95, // sweep the following shape from
here...
1, // ... up through here
9, // the number of points making up the
shape...
<0,3>, <.75,.75>, <3,0>, <.75,-.75>,
<0, -3>, <-.75,-.75>, <-3,0>, <-.75,.75>,<0,3>
rotate <180,0,0>
translate <0,1,0>
}
cylinder{<0,-4,0>,<0,4,0>,.5}
}
torus{.5,.05}
}
#declare bozotext1 =
texture {
pigment {
bozo
color_map {
[0.00 color rgb<0.184314,0.309804,0.184314>]
[0.33 color rgb 0]
[0.66 color rgb<0.55,0.47, 0.14>]
[1.00 color rgb .5]
}
turbulence 3
scale <3,.8,.8>*1.3
rotate <5,10,30>
}
finish { phong .4 reflection .5 metallic}
}
#declare startrail =
union{ //transparent stars
#declare B=1;
#while (B<5)
#declare bozotext2 =
texture {
pigment {
bozo
color_map {
[0.00 color rgbt<0.184314,0.309804,0.184314,1-.2*B>]
[0.33 color rgbt <0,0,0,1-.02*B>]
[0.66 color rgbt<0.55,0.47, 0.14,1-.2*B>]
[1.00 color rgbt <.5,.5,.5,1-.2*B>]
}
turbulence 3
scale <3,.8,.8>*1.3
rotate <5,10,30>
}
finish { phong .4 reflection .5 metallic}
}
object{star texture{bozotext2} scale 2 rotate<100,10,(5*B)-15> translate
<-75+2*B,25-4*B,-33-8*B>}
#declare B=B+1; #end
}
object{star texture{bozotext1} scale 2 rotate <100,10,-5> translate
<-65,
5, -73>}
object{startrail}
//End Lone Shepherd (Mike Metheny) part
// begin DcnBlues contribution (george erhard)
// sort of hexagonal thing to fill up the space in the right front
corner...
height_field
{
tga
"hexplane.tga" // source posted after this source, render
seperately!
texture {
pigment { rgb <0.658824, 0.658824, 0.658824> }
finish {
ambient 0.3
diffuse 0.7
reflection 0.15
brilliance 8
specular 0.8
roughness 0.1
}
normal {
bumps -0.5
scale <1, 0.001, 0.001>
}
}
scale <25, 3, 25>
translate <-95, 0, -115>
}
// End dcnblues contribution... such as it was! :)
//Begin Steve's Contribution.
//I know it is really ugly code, but it is an old formula that I
modified
//to fit the situation. (It took me awhile to figure out what i wanted
to add)
#declare Element=sphere{<0,0,0>, 0.5}
#declare Side = 135.0;
#declare Angle = ((12-2)/12)*pi;
#declare a = 0.0;
#declare b = 0.0;
#declare c=1.0;
#while (c<=12)
#declare Point = <a,0,b>;
#declare a = a+Side*sin((pi/2)-(2*pi-Angle));
#declare b = b+Side*sin(2*pi-Angle);
#declare Angle = Angle + ((12-2)/12)*pi;
object{
Element
translate Point
pigment {rgb <1,0,0>}
finish {
ambient 0.2
diffuse 0.3
specular 0.8
reflection 0.7
roughness 0.0001
metallic
}
}
#declare c=c+1;
#end
#declare c=1.0;
#declare Angle = ((12-2)/12)*pi;
#declare a = 0.0;
#declare b = 0.0;
#while (c<=12)
#declare Point = <a,0,b>;
#declare a = a+Side*sin((pi/2)-(2*pi-Angle));
#declare b = b+Side*sin(2*pi-Angle);
#declare Angle = Angle + ((12-2)/12)*pi;
#declare d=c;
#declare a2=a;
#declare b2=b;
#declare Angle2=Angle;
#while (d<12)
#declare Point2 = <a2,0, b2>;
#declare a2 = a2+Side*sin((pi/2)-(2*pi-Angle2));
#declare b2 = b2+Side*sin(2*pi-Angle2);
#declare Angle2 = Angle2 + ((12-2)/12)*pi;
cylinder{Point, Point2 ,0.5
pigment {rgb <1,0,0>}
finish {
ambient 0.1
diffuse 0.2
specular 1
reflection 0.8
roughness 0.0001
metallic
}
}
#declare d=d+1;
#end
#declare c=c+1;
#end
//END Steve's section
// END "LITTLEGAME"Source
// HEIGHT-FIELD GENERATOR FILE -- render this seperately!
plane
{
z, // backplane
7.5 // move it a little ways away
pigment {
hexagon
color rgb 1
color rgb 0.5
color rgb 0
rotate 90*x
}
finish {ambient 1 diffuse 0} // look ma, no lights needed!
}
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