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Hello again!
Imagine wheel. Now imagine it cut in half. That is the shape I am trying to
get.
I was able to get that shape by using taking the difference of a sphere and
some cubes, but is there an easier way?
Below is an example of how I do it now, hopefully there is a better way
// file begin
#version 3.5;
#include "colors.inc"
#include "textures.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 5
}
// ----------------------------------------
camera {
location <5.5, 4, -20>
look_at <5.5, 4, -10>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <-30, 30, -30>
}
// ----------------------------------------
plane { // checkered floor
y, -2.5
texture
{
pigment {
checker
color rgb 1
color blue 1
scale 0.5
}
finish{
diffuse 0.8
ambient 0.1
}
}
}
difference {
sphere { // reflective sphere
<5.5, 4, -10>, 2.5
texture {
Glass
scale 4 // Scale by the same amount in all
}
}
// bottom box
box {
<3, 1.5, -12.5>
<8, 4, -7.5>
texture {
Glass
scale 4 // Scale by the same amount in all
}
}
// front box
box {
<3, 4, -12.5>
<8, 6.5, -10.125>
texture {
Glass
scale 4 // Scale by the same amount in all
}
}
// back box
box {
<3, 4, -9.875>
<8, 6.5, -7.5>
texture {
Glass
scale 4 // Scale by the same amount in all
}
}
}
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