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// Persistence of Vision Ray Tracer Scene Description File
// File: wood3d.pov
// Vers: 3.1 SuperPatch
// Desc: 3d hite_field wood planks
// Date: 10/24/99
// Auth: Eric L. Freeman
// INITIAL VARIABLES
#declare ScX = 2/12; file://scale the plank
#declare ScY = 0.05/12; file://scale the plank
#declare ScZ = 12/12; file://scale the plank
#declare ScPig = 5.7; file://scale the pigment
#declare TransPig = 1000; file://for random translating of the texture
#declare Gapper = 0.025; file://the gap between the planks
#include "colors.inc"
#include "woods.inc"
// LIGHT
light_source {
<-60,100,30>
color White*1.23
}
background {DarkBrown/3}
#declare R1 = seed(123);
#declare Looper1 = 0; file://inner loop control
#declare Looper2 = 0; file://outer loop control
#declare NumX = 2; file://the number of planks in the x direction
#declare NumZ = 2; file://the number of planks in the z direction
#while (Looper2 < NumX)
#while (Looper1 < NumZ)
#declare TransPig = 1000*rand(R1);
#declare RotPig = <rand(R1)*4,rand(R1)*4,0>;
object {
height_field {
pattern 200,200 {
hf_gray_16
// the following 2 pigment definitions are taken
// from the T_Wood1 texture definintion in woods.inc
// to change woods, change the wood texture below
// and the pigment
// P_WoodGrain1A color_map {M_Wood1A}
P_WoodGrain1B color_map {M_Wood1B}
translate <0,0,TransPig>
scale <1,1,1/ScZ>
scale ScPig
rotate RotPig
}
}
texture {
T_Wood1
translate <0,0,TransPig>
scale <1/ScX,1,1/ScZ>
scale ScPig
rotate RotPig
}
scale <ScX,ScY,ScZ>
translate <Looper2*(ScX+Gapper),0,Looper1*(ScZ+Gapper)>
#if ( int(Looper2/2)=Looper2/2 )
translate <0,0,(ScZ+Gapper)/2>
#end
}
#declare Looper1 = Looper1+1;
#end
#declare Looper1 = 0;
#declare Looper2 = Looper2+1;
#end
// CAMERA
camera {
location <0,0.15,-0.15>
look_at <0,0,0>
rotate y*20
translate <(ScX+Gapper)*(NumX/2),0,(ScZ+Gapper)*(NumZ/2)>
}
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