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You can try with something like this:
--------8<------------8<------------8<------------8<-----------8<-------
// -w300 -h600 +a +kff50 +kc
#include "functions.inc"
camera { right x*30/60 location -z*7.5 look_at 0 angle 35 }
light_source { <10,20,-30>, .5 }
#declare TorchWood =
texture
{ pigment
{ wood color_map { [0 rgb <.7,.4,.2>][1 rgb <.9,.5,.3>] }
turbulence .5
}
normal
{ wood 1
turbulence .5
}
finish { specular .2 }
scale <.1,1,.1>
}
#declare SphericalF = function { pattern { spherical } }
#declare NoiseF =
function
{ (1-f_noise3d(x*5,y*5,z*5)*.9)*
(1-f_noise3d(x*15,y*15,z*15)*.4)
}
#declare Torch =
union
{ sphere
{ 0,1.2 hollow scale <1,2,1> translate y
pigment { rgbt 1 }
interior
{ media
{ emission .5
density
{ function
{ SphericalF(x,y,z)*
(NoiseF(x,y-clock*3,z)*(1-clock) +
NoiseF(x,y-clock*3+3,z)*clock)
}
density_map
{ [0 rgb 0]
[.2 rgb <.8,.4,0>]
[.21 rgb <1,1,.2>]
[.5 rgb <1,.9,.8>]
[1 rgb 1]
}
}
}
media
{ emission .5
density
{ function
{ SphericalF(x,y,z)*
(NoiseF(x,y*2-clock*3,z)*(1-clock) +
NoiseF(x,y*2-clock*3+3,z)*clock)
}
density_map
{ [0 rgb 0]
[1 rgb 1]
}
}
scale <1.2,2,1.2>
translate y*1.4
}
}
scale <1.5,3,1.5>
rotate z*-5
translate <.2,1.2,0>
}
cone { -y*4,.15, 0,.25 }
sphere { 0,.25 }
texture
{ pigment_pattern
{ gradient y color_map { [0 rgb 0][1 rgb 1] }
scale 4.25 translate -y*4
}
texture_map
{ [.7 TorchWood]
[.8 pigment { rgb 0 }]
[.9 pigment { rgb x*.8 } finish { ambient 1 }]
[1 pigment { rgb <1,.2,.2> } finish { ambient 1 }]
}
}
}
object { Torch translate -y*3 }
--------8<------------8<------------8<------------8<-----------8<-------
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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