POV-Ray : Newsgroups : povray.binaries.scene-files : Seastar source : Seastar source Server Time
3 Sep 2024 00:16:05 EDT (-0400)
  Seastar source  
From: Karl Pelzer
Date: 15 Oct 1999 15:34:20
Message: <38079080.4964D4B@t-online.de>
// Spinning seastar by Karl Pelzer, october 1999

//This file requires the clockmod.inc file by Chris Colefax

#declare clock_type = "Wave"
#declare clock_repeat = 3
#include "clockmod.inc"

#declare Texture1 = 
   material  // Texture1
   {   
      texture
      {      
         pigment
         {
            onion
            pigment_map
            {
               [0.0   
                  color rgbf <1.0, 0.364567, 0.364567, 0.4375>
               ]
               [0.5  
                  spiral2 5
                  pigment_map
                  {
                     [0.0   
                        color rgb <1.0, 1.0, 0.0>
                     ]
                   //[0.5
                     [0.1+0.6*mclock 
                        bozo
                        color_map
                        {
                           [ 0.0     rgbft <1.0, 1.0, 0.0, 0.0, 0.0> ]
                           [ 1.0     rgbft <0.0, 0.0, 0.0, 1.0, 0.0> ]
                        }
                        turbulence 0.3
                        ramp_wave
                        scale  0.1
                      //translate <0, 0, 1*mclock>  

                     ]
                     [1.0   
                        color rgbf <0.458333, 0.458333, 1.0, 1.0>
                     ]
                   }
                   rotate <0, 0, 360*clock>
               ]
               [1.0   
                  color rgbf <0.0, 0.0, 0.0, 1.0>
               ]
            }
         }      

      }
   }



camera {  //  Camera Camera01
  location  <      1.000,      -0.800,       4.600>
  direction <        0.0,         0.0,      2.4880> // Aperture is 0.40
degrees
  sky       <    0.00000,     0.00000,     1.00000> // Use right
handed-system 
  up        <        0.0,         0.0,         1.0> // Where Z is up
  right     <    1.33333,         0.0,         0.0> // Aspect ratio
  look_at   <      0.200,       0.000,       0.000>
}

light_source {   // Light001
  <0.000, -2.300, 12.600>
  color rgb <1.000, 1.000, 1.000>
}

disc { // Disc001
  <0,0,0>, <0,0,1>, 1.0
  material {
    Texture1
  }
}


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