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I just noticed on more thing that I think helps too: Adding a specular
highlight to the water. Sometimes, just using specular highlights instead of
reflections can make some interesting stuff. Here is the new code:
#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#declare SnakeWood =
texture { /* Bottom wood-grain layer */
pigment {
wood
turbulence 0.05
color_map {
[0.00 rgb <0.58, 0.45, 0.23>]
[0.34 rgb <0.65, 0.45, 0.25>]
[0.40 rgb <0.33, 0.23, 0.13>]
[0.47 rgb <0.60, 0.40, 0.20>]
[1.00 rgb <0.25, 0.15, 0.05>]
}
}
finish {
crand 0.02
//ambient 0.32
diffuse 0.63
phong 0.2
phong_size 10
}
normal { bumps 0.05 }
}
texture { /* top layer, adds small dark spots */
pigment {
bozo
color_map {
[0.0 rgbt <1.00, 1.00, 1.00, 1.00>]
[0.8 rgbt <1.00, 0.90, 0.80, 0.80>]
[1.0 rgbt <0.30, 0.20, 0.10, 0.40>]
}
scale 0.25
}
}
// New stuff -- DAP
light_source
{
<60, 20, -50>
color rgb <0.2, 0.25, 0.3>
shadowless
}
sky_sphere
{
pigment
{
wrinkles
color_map
{
[0, rgb <0, 0, 0> ]
[1, rgb <0.7, 0.6, 0.5> ]
}
scale <0.1, 0.1, 0.1>
}
}
light_source {<-20, 20, 0> color White area_light <5, 0, 0>, <0, 0, 5>, 11,
11 adaptive 1 jitter photons { refraction on reflection on } }
camera {
location <0,10,-25> look_at <0,0,0>
}
//background { Black }//color <0.25,0.35,0.80> }
box {
<-1,-1,-1>,
<1,1,1>
texture {
pigment { Red }
}
scale <2,2,2>
rotate <0,-15,0>
translate <2,1,10>
}
box {
<-1,-1,-1>,
<1,1,1>
texture {
pigment { Red }
}
scale <2,2,2>
rotate <0,-16,0>
translate <2,1,-9>
}
cylinder{
<-1,-1,-1>,
<1,1,1>,
1
texture {
pigment { White*2 }
}
scale <1,5,1>
translate <-7,3,0>
}
plane { <0, 1, 0>, -0.001
texture { SnakeWood }//pigment { checker pigment{Red},
pigment{White} } scale <10,10,10> rotate <0,43,0>}
}
#declare Point1 = <-10,1,10>;
#declare Point2 = <-10,1,0>;
#declare Point3 = <-10,1,-10>;
#declare Point4 = <0,1,-10>;
#declare Point5 = <10,1,-10>;
#declare Point6 = <15,1,2>; //<10,1,0>;
#declare Point7 = <10,1,2>; //<10,1,10>;
#declare Point8 = <0,1,10>;
#declare Point9 = <-14,1,12>; //<-10,1,10>;
#declare Point10 = <-10,1,0>;
#declare Point11 = <-10,1,-10>;
merge {
// outside of the puddle
sphere_sweep {
cubic_spline
11,
Point1,1
Point2,1
Point3,1
Point4,1
Point5,1
Point6,1
Point7,1
Point8,1
Point9,1
Point10,1
Point11,1
}
// inside of the puddle
prism {
cubic_spline
0, // sweep the following shape from here ...
2, // ... up through here
11, // the number of points making up the shape ...
<Point1.x,Point1.z>,
<Point2.x,Point2.z>,
<Point3.x,Point3.z>,
<Point4.x,Point4.z>,
<Point5.x,Point5.z>,
<Point6.x,Point6.z>,
<Point7.x,Point7.z>,
<Point8.x,Point8.z>,
<Point9.x,Point9.z>,
<Point10.x,Point10.z>,
<Point11.x,Point11.z>
}
hollow
texture {
pigment {
Clear // rgbt <0.858824,0.576471,0.439216>
}
finish {
reflection { 0.1,0.8 }
specular 0.5
}
}
interior {
ior Water_Ior
}
translate <0,-1.5,0>
}
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