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Syntax is like this:
---START CODE---
//This macro defines the shape, it should be defined before using
GreebledPatch(..)
//and redefined everytime you want a different shape
#macro PatchAt(U,V)
#local R=[Surface-definition in function of U and V];
//for example, a cylinder from y=0 to y=1 with radius .2 would be:
//#local R=vrotate(x*.2+y*U,y*360*V);
R
#end
mesh {
GreebledPatch(U_Start,V_Start, U_End,V_End, RecursionDepth,
Recursion_U_Probability, Recursion_V_Probability)
uv_mapping
texture {YourTexture}
}
---END CODE---
Hope you like it :)
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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Preview of image 'parametric_greebles.jpg'
![parametric_greebles.jpg](/povray.binaries.images/attachment/%3C48398eae%40news.povray.org%3E/parametric_greebles.jpg?preview=1)
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![](/i/fill.gif) |