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On Thu, 22 Jul 2010 11:13:32 +0200, Thomas de Groot
<tDOTdegroot@interdotnlanotherdotnet> wrote:
>
> "Nekar Xenos" <nek### [at] gmailcom> schreef in bericht
> news:op.ve88wrpaufxv4h@xena...
>> plane{y,0 texture{Fractex(5)}}
>>
>
> From reading your source file, this is the offending line :-)
>
> Fractex() should be called inside a texture_map instead.
>
> Thomas
>
>
My apologies, I was in a rush. try this:
///////////////////////////////////////////////////////////////////////////////
global_settings {
radiosity{normal on}
}
// ----------------------------------------
camera {
location <0.0, 1, -4.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 1, 0.0>
}
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>
}
// ----------------------------------------
// ----------------------------------------
// First define the colours with a spline
#declare Fract_colors =spline {linear_spline 2,<.11,.1,.09>*.001,
7,<.15,.13,.1>*9 };
#macro FracTex(Recursions)
#local Count=0;
#while (Count<Recursions)
crackle
//rotate Count*30
//triangle_wave
warp{turbulence .3}
scale .5
texture_map{[0 pigment{ rgb Fract_colors(Count)}
normal{crackle (Recursions-Count)*.5 slope_map {[0
<-1,1>][.1 <1,-1>][1 <0,0>]}}
]
[.1
#local Count=Count+1;
#end
pigment{rgb Fract_colors(Count) }
normal{ crackle Count/.5 slope_map {[0 <-1,1>][.1 <1,-1>][1 <0,0>]} }
#while (Count>0)
]
}
#local Count=Count-1;
#end
#end
plane{y,0 texture{FracTex(5)} scale .5}
#declare Fract_colors =spline {linear_spline 2,<.3,.02,.01>, 9,<1,.4,.2>
};
sphere {
0.0, 1
texture{FracTex(7)}
translate y
}
//////////////end code//////////////////////////
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