POV-Ray : Newsgroups : povray.text.scene-files : Eyeball code. : Re: Eyeball code. Server Time
29 Jul 2024 02:33:25 EDT (-0400)
  Re: Eyeball code.  
From: Ken
Date: 26 Jun 1999 09:54:19
Message: <3774DBE1.5142A098@pacbell.net>
You guys really don't get it do you ? I do indent when "I" feel it
will really help in understanding the code. I generaly will only do
so however when the code I am writing is so damn confusing there is
no other way to format it. Take the following as an example where I
was forced to apply some form of indenting. There was little choice
in the matter becasue I kept loosing myself when developing it. You
may look at and think that it is not indented properly but I find it
quit understandable in it's present form.


  The following is from a section of a tutorial I am writting on the gradient
pattern.

 #declare P1 = pigment{rgbf< 1, 1, 1,.3>}
 #declare P2 = pigment{rgbf< 0, 0, 0, 0>}
 #declare P3 = pigment{rgbf< 1, 1, 1, 0>}
 #declare P4 = pigment{rgbf< 0, 0, 0, 0>}

 #declare N1 = normal {gradient y 0.5}
 #declare N2 = normal {gradient x 1.0}

 #declare Checked1 =
 texture      {
  pigment     { checker
   pigment    { checker
    pigment   { checker
      pigment { checker
      pigment { gradient y pigment_map{[.5 P1][.5 P2]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P2][.5 P1]}scale 0.5}scale 0.5}
      pigment { checker
      pigment { gradient y pigment_map{[.5 P1][.5 P2]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P2][.5 P1]}scale 0.5}scale 0.5}
    scale 0.25 }
    pigment   { checker
      pigment { checker
      pigment { gradient y pigment_map{[.5 P2][.5 P1]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P1][.5 P2]}scale 0.5}scale 0.5}
      pigment { checker
      pigment { gradient y pigment_map{[.5 P2][.5 P1]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P1][.5 P2]}scale 0.5}scale 0.5}
   scale 0.25  }
   scale 1.0   }
   pigment    { checker
    pigment   { checker
      pigment { checker
      pigment { gradient y pigment_map{[.5 P2][.5 P1]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P1][.5 P2]}scale 0.5}scale 0.5}
      pigment { checker
      pigment { gradient y pigment_map{[.5 P2][.5 P1]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P1][.5 P2]}scale 0.5}scale 0.5}
    scale 0.25 }
    pigment   { checker
      pigment { checker
      pigment { gradient y pigment_map{[.5 P1][.5 P2]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P2][.5 P1]}scale 0.5}scale 0.5}
      pigment { checker
      pigment { gradient y pigment_map{[.5 P1][.5 P2]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P2][.5 P1]}scale 0.5}scale 0.5}
    scale 0.25 }
  scale 1.0   }
 scale 1.0    }
 normal       { checker
   normal     { checker
    normal    { checker
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N1][.5 N2]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N2][.5 N1]}scale 0.5}scale 0.5}
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N1][.5 N2]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N1][.5 N2]}scale 0.5}scale 0.5}
   scale 0.25  }
      normal  { checker
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N1][.5 N2]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N2][.5 N1]}scale 0.5}scale 0.5}
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N1][.5 N2]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N2][.5 N1]}scale 0.5}scale 0.5}
  scale 0.25   }
  scale 1.0    }
   normal     { checker
    normal    { checker
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N2][.5 N1]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N1][.5 N2]}scale 0.5}scale 0.5}
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N2][.5 N1]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N1][.5 N2]}scale 0.5}scale 0.5}
   scale 0.25  }
      normal  { checker
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N1][.5 N2]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N2][.5 N1]}scale 0.5}scale 0.5}
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N1][.5 N2]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N2][.5 N1]}scale 0.5}scale 0.5}
   scale 0.25  }
  scale 1.0   }
 bump_size 1  }
 finish       { ambient 0.3 diffuse 0.4 }
 rotate 45*z
 scale 1     
 }

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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