POV-Ray : Newsgroups : povray.binaries.images : A bot renewed (2 pics ~43kbu) : Re: A bot renewed (2 pics ~43kbu) Server Time
3 Oct 2024 00:31:06 EDT (-0400)
  Re: A bot renewed (2 pics ~43kbu)  
From: H E  Day
Date: 4 Apr 2000 12:56:55
Message: <38EA1E8C.B5C3F70A@fci.net>
> Sheesh! Very good textureing here! Yes, PLEASE post the source;

Done.

> Personally I cannot understand how this texture possibly can be made...

Functions and pigment_maps.
//Here's the tex code:
#version unofficial MegaPov 0.4;
#include "Colors.inc"
#include "Textures.inc"
global_settings {
//post_process {soft_glow{3/4, 1}}
//post_process {soft_glow{3/4, 8}}
}

#declare Scarring =
texture {pigment {bozo color_map {[0 rgb .175 transmit .75][1 rgb .175 transmit
1]}scale 2}}
texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb .125 transmit
.75][1 rgb .125 transmit 1]}scale .125][.5 rgb .175 transmit 1]}scale
2}translate 25}

#declare Chipping =
texture {pigment {bozo pigment_map {[.4 bozo color_map {[.2 rgb 1 transmit
.25][.3 rgb 1 transmit 1]} turbulence 1/2 scale .125/2][.5 rgb .175 transmit
1]}scale 8}}



// Noise functions
#declare Noise1 = function {noise3d(x,y,z)}
#declare Noise2 = function {abs(noise3d(x,y,z)-0.5)*2}
#declare Noise3 = function {noise3d(x,y,z)-0.5}


// Waveform functions
#declare SineWave = function {sin(x*z*pi)*y}
 // SineWave(val, amplitude, frequency)
#declare ScallopWave = function {abs(sin(x*z*pi)*y)}
 // ScallopWave(val, amplitude, frequency)


// Miscellaneous functions
#declare Clamp = function {min(y, max(x, z))}
#declare Average = function {(x+y+z)/3}
#declare Min3 = function {min(x, min(y, z))}
#declare Max3 = function {max(x, max(y, z))}

// These may not be right, I was just guessing at them.
#declare Theta = function {atan2(x,z)/(2*pi)}
#declare Phi = function {(atan2(y,sqrt(sqr(x)+sqr(z)))-pi)/(2*pi)}


#declare Base=function {"sphere",<1>}
#declare Add=function {
pigment {
spherical
pigment_map {
[0 rgb .5]
[1 dents color_map{[0 rgb .5][1 rgb .25]}scale .125/2 scale <2,10,2>]
}
translate -y
scale <2/3,1,2/3>
}
}
#declare SphereWDrips =
isosurface {
function {
Base(x,y,z)
+Add(x,y,z)/2
}
eval
accuracy .00125
contained_by{sphere{0,2}}
scale <.5,1,.5>
}


#declare Test =
function {
((noise3d(x,y,z)^1.5)
*noise3d(x*2,y*2,z*2)
*noise3d(x*3,y*3,z*3)
*noise3d(x*8,y*8,z*8)
*noise3d(x*200,y*100,z*200))
}
#declare Test2 =
function {
((noise3d(x,y,z)^.5)
*noise3d(x*2,y*2,z*2)
*noise3d(x*8,y*8,z*8)
*noise3d(x*3+5,y*3+5,z*3+5)
*noise3d(x*60,y*60,z*60)
*noise3d(x*200,y*100,z*200))
}
#declare Bump =
function {
pigment { planar
pigment_map {
[0 rgb 0]
[.5 function {Test(x,y,z)} triangle_wave pigment_map {
[.2 rgb 0]
[.25 function {Test} color_map {[.4 rgb .5][.6 rgb .5]}turbulence 1 scale 1/4 ]}

translate y
]
[.625 function {Test(x,y,z)} triangle_wave pigment_map {
[0 rgb 0]
[.25 function {Test} color_map {[.4 rgb .5][.6 rgb .5]}turbulence 1 scale 1/4 ]}

translate y
scale 2/3
]
[.75 function {Test2(x,y,z)} triangle_wave pigment_map {
[.125/2 rgb 0]
[.125 function {Test2} color_map {[.4 rgb .5][.6 rgb .5]}turbulence 1 scale 1/4
]}
translate y
scale 1/2

]
}
scale 8
warp {turbulence 4}
scale 1/8
warp {reset_children}
scale 1
}
}


#declare SlimeyTex1 =
texture {pigment {planar
pigment_map {[0 rgb <1,.5,.5>*4.25 transmit .375 filter .125][.5 bozo color_map
{[.3 rgb .2][.7 rgb .2 transmit .75]}scale 1/12 lambda 1]}
scale 12 warp{turbulence .5} scale 1/12 scale y translate -y*1.25}
//normal {bumps scale .0001 bump_size 4}
finish {ambient .25 diffuse 1}
}
texture {pigment {bozo pigment_map {[.7 bozo color_map {[.5 rgb 1 transmit
.625][.6 rgb 1 transmit 1]} turbulence 1/2 scale .125/2][.75 rgb .175 transmit
1]}scale 8}
scale <1,3,1>
}
texture {
pigment { planar
pigment_map {
[0 rgb 0 transmit 1]
[.5 function {Test(x,y,z)} triangle_wave pigment_map {
[.2 rgb 0 transmit 1]
[.25 bozo color_map {[0 rgb <.3,.32,.2>/2][.5 rgb .15][1 rgb
<.2,.25,.2>/3]}turbulence 2 scale 1/16]}
translate y
]
[.625 function {Test(x,y,z)} triangle_wave pigment_map {
[0 rgb <1,1,.8> transmit 1]
[.25 bozo  color_map {[0 rgb <.3,.32,.2>/2][.5 rgb .15][1 rgb
<.2,.25,.2>/3]}turbulence 2 scale 1/16]}
translate y
scale 2/3
]
[.75 function {Test2(x,y,z)} triangle_wave pigment_map {
[0 rgb <1,1,.8>/3 transmit 1]
[.125*3/4 bozo  color_map {[0 rgb <.3,.32,.2>/2][.5 rgb .15][1 rgb
<.2,.25,.2>/3]}turbulence 2 scale 1/16]}
translate y
scale 1/2
]
}
scale 8
warp {turbulence 4}
scale 1/8
warp {reset_children}
scale y*1.25
}
normal {function {Bump(x,y,z)} bump_size 2}
finish {ambient .25 diffuse 2 phong 1 }
translate y*.625
}

difference {
sphere {0,1 scale .625
hollow
texture {RustedTex1 scale 1.5*y translate -.625*y}
interior {
media {
emission <1,.5,.5>*2
absorption (1-<.9,.5,.5>)*2
method 2
intervals 2
density {
bozo
color_map {
[0 rgb 0]
[1 rgb 1]
}
turbulence 1.5
lambda 1
scale 1/4
}
density {
bozo
color_map {
[0 rgb 0]
[1 rgb 1]
}
scale 1/2
}
scale 2/3
}
}
}
disc {0,-y,1}
}

/*
#declare Base=function {"sphere",<1>}
#declare SlightDrips=function {
pigment {
spherical
pigment_map {
[0 rgb .5]
[1 dents color_map{[0 rgb .5][1 rgb .25]}scale .125/2 scale <2,10,2>]
}
translate -y
scale <3/4,1,3/4>
}
}
#declare ColorMap =
function {
pigment {
spherical
pigment_map {
[0 rgb 0]
[1 dents color_map{[0 rgb 0][1 rgb 1]}scale .125/2 scale <3,10,3>]
}
translate -y
}
}
difference {
isosurface {
function {
Base(x,y,z)
+SlightDrips(x,y,z)/2
}
eval
accuracy .00125
contained_by{sphere{0,4}}
texture {
pigment {
spherical
pigment_map {
[.1 rgb .25 transmit 1]
[.3 dents color_map{[0 rgb .25 transmit 1][.05 rgb .15]}scale .125/2 scale
<2/.75,10,2/.75>]
}
scale <.75,1.5,.75>
}
finish {ambient 1 diffuse 0 phong 1 phong_size 5}
normal {bumps bump_size .5 scale 1/4}
}
scale <.5,1,.5>
translate -.375*y
}
sphere {0,1 scale <.5,1,.5> pigment {rgbt 1}}
interior {
media {
absorption 2
}
}
hollow
}
*/




camera {
direction 1
location <0,-1/2,1>*4
look_at <0,0,0>
}
light_source {<140,0,0>*1000 rgb 1}

background {rgb .125}

//EOF

Hope you can find a use for it!

--
H.E. Day


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