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In the end, I decided just to use semi-transparent cones to look like
blurred, flapping wings.
--
camera{location<0,0.25,-2> look_at 0.5*y} #declare
T=texture{pigment{crackle scale 0.5 rotate 90 turbulence 0.75 color_map{[0
rgb 1][0.05 rgb 1][0.1 rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}}
finish{ambient 1}} #declare c=difference{torus{0.5,0.1
rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}} merge{object{c
translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}} #end
//Mahalis
"Trevor Quayle" <Tin### [at] hotmailcom> wrote in message
news:3bc6eff3$1@news.povray.org...
> Of course, if you leave the clock setting as is, it runs from 0 to 1 so if
> you render a movie with 100 frames and then again with 200 frames, the
> flapping speed in the second movie will be half that of the first, perhaps
> it's better to use frame_number, to keep it consistent no matter what the
> length of the animation. But it really depends on the situation.
>
> -tgq
>
>
> "Bill DeWitt" <bde### [at] cflrrcom> wrote in message
> news:3bc6edd0@news.povray.org...
> > // more like this
> > ////////////// Camera //////////////////////
> > camera { //
> > right < -1.333, 0.0, 0.0 > //
> > up < 0.0, 1.0, 0.0 > //
> > direction < 0.0, 0.0, 1.0 > //
> > location < 5.0, 5.0, 20.0 > //
> > look_at < 0.0, 0.0, 0.0 > //
> > } //
> > ////////////// end Camera //////////////////
> >
> >
> > /////////////// Light ////////////////
> > light_source { < -100.0, 100.0, 100.0 >
> > color rgb < 1.0, 1.0, 1.0 > }
> > ///////////////////////////////////////
> > /////////////// Light ////////////////
> > light_source { < 100.0, 100.0, 100.0 >
> > color rgb < 1.0, 1.0, 1.0 > }
> > ///////////////////////////////////////
> >
> > #declare Ydimension = 30.0;
> > #declare zdimension = 60.5;
> > #declare flapSpeed=12;
> >
> > cylinder {
> > -3*x, 3*x, 0.5 pigment { rgb 2 }
> > translate 3*x
> > rotate <
> > 0,
> > cos((clock*flapSpeed)*(2*pi))*Ydimension,
> > sin((clock*flapSpeed)*(2*pi))*zdimension >
> > }
> >
> >
>
>
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