POV-Ray : Newsgroups : povray.general : Flapping wings? : Re: Flapping wings? Server Time
20 Nov 2024 06:31:42 EST (-0500)
  Re: Flapping wings?  
From: Mahalis
Date: 12 Oct 2001 10:11:49
Message: <3bc6fa25@news.povray.org>
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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