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>Nekar Xenos on date 02/07/2010 14:12 wrote:
> On Fri, 02 Jul 2010 13:49:43 +0200, Nekar Xenos <nek### [at] gmailcom>
> wrote:
>
>> I uploaded my source files as a zip file, when submitting my entry.
>> Now I see there is no source file available when voting.
>>
>> -Nekar Xenos-
>
> I also had this problem with my entry to the "space" round.
>
> -Nekar Xenos-
I hope that your sources will re-appear soon: I like a lot your image
and I'm curious to see the soil texture.
;-)
Paolo
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From: Nekar Xenos
Subject: Re: Uploaded source has dissappeared
Date: 3 Jul 2010 02:42:21
Message: <op.ve88wrpaufxv4h@xena>
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On Fri, 02 Jul 2010 16:34:49 +0200, Paolo Gibellini
<p.g### [at] gmailcom> wrote:
> >Nekar Xenos on date 02/07/2010 14:12 wrote:
>> On Fri, 02 Jul 2010 13:49:43 +0200, Nekar Xenos <nek### [at] gmailcom>
>> wrote:
>>
>>> I uploaded my source files as a zip file, when submitting my entry.
>>> Now I see there is no source file available when voting.
>>>
>>> -Nekar Xenos-
>>
>> I also had this problem with my entry to the "space" round.
>>
>> -Nekar Xenos-
> I hope that your sources will re-appear soon: I like a lot your image
> and I'm curious to see the soil texture.
> ;-)
> Paolo
Here it is - just in case it doesn't get sorted out ;)
////////////////////////Begin code/////////////////////////
// First define the colours with a spline
#declare Fract_colors =spline {linear_spline 2,<.11,.1,.09>*.001,
7,<.15,.13,.1> };
#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)}}
//////////////end code//////////////////////////
--
-Nekar Xenos-
"The spoon is not real"
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From: Nekar Xenos
Subject: Re: Uploaded source has dissappeared
Date: 3 Jul 2010 12:09:04
Message: <op.ve9y5dmvufxv4h@xena>
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On Fri, 02 Jul 2010 13:49:43 +0200, Nekar Xenos <nek### [at] gmailcom>
wrote:
> I uploaded my source files as a zip file, when submitting my entry. Now
> I see there is no source file available when voting.
>
> -Nekar Xenos-
I've uploaded the source-code to povray.binaries.scene-files for anyone
that's interested.
--
-Nekar Xenos-
"The spoon is not real"
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>Nekar Xenos on date 03/07/2010 08:42 wrote:
> On Fri, 02 Jul 2010 16:34:49 +0200, Paolo Gibellini
> <p.g### [at] gmailcom> wrote:
>
>> >Nekar Xenos on date 02/07/2010 14:12 wrote:
>>> On Fri, 02 Jul 2010 13:49:43 +0200, Nekar Xenos <nek### [at] gmailcom>
>>> wrote:
>>>
>>>> I uploaded my source files as a zip file, when submitting my entry.
>>>> Now I see there is no source file available when voting.
>>>>
>>>> -Nekar Xenos-
>>>
>>> I also had this problem with my entry to the "space" round.
>>>
>>> -Nekar Xenos-
>> I hope that your sources will re-appear soon: I like a lot your image
>> and I'm curious to see the soil texture.
>> ;-)
>> Paolo
>
> Here it is - just in case it doesn't get sorted out ;)
>
Thank you, I'll study it carefully,
;-)
Paolo
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"Nekar Xenos" <nek### [at] gmailcom> schreef in bericht
news:op.ve88wrpaufxv4h@xena...
> Here it is - just in case it doesn't get sorted out ;)
>
> ////////////////////////Begin code/////////////////////////
>
> // First define the colours with a spline
> #declare Fract_colors =spline {linear_spline 2,<.11,.1,.09>*.001,
> 7,<.15,.13,.1> };
>
> #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)}}
>
>
> //////////////end code//////////////////////////
Hm.... this does not seem to work, possibly because the while loops are
nested in a bizarre way (at least to me)? When using *as is* I get a parse
error.
Thomas
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From: Thomas de Groot
Subject: Re: Uploaded source has dissappeared
Date: 22 Jul 2010 05:13:33
Message: <4c480bbd@news.povray.org>
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"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
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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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"Nekar Xenos" <nek### [at] gmailcom> schreef in bericht
news:op.vgamja01ufxv4h@go-dynamite...
> My apologies, I was in a rush. try this:
Thnak you indeed! This works fine. Very ingenious code I must say. I shall
have to study it a bit longer before I fully understand it though. That is
part of the never ending learning process :-)
Thomas
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I have made one small change to the plane's texture in order to remove far
distance problems an dincrease render speed. But I am sure you know that :-)
:
plane {y, 0
texture {
spherical
texture_map {
[0 pigment {rgb <1,1,1>}] //or whatever other (flat) texture
[1 FracTex(5)]
}
scale 100
translate -4*z
}
scale .5
}
Thomas
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On Sat, 24 Jul 2010 10:01:35 +0200, Thomas de Groot
<tDOTdegroot@interdotnlanotherdotnet> wrote:
> I have made one small change to the plane's texture in order to remove
> far
> distance problems an dincrease render speed. But I am sure you know that
> :-)
> :
>
> plane {y, 0
> texture {
> spherical
> texture_map {
> [0 pigment {rgb <1,1,1>}] //or whatever other (flat) texture
> [1 FracTex(5)]
> }
> scale 100
> translate -4*z
> }
> scale .5
> }
>
>
> Thomas
>
>
>
>
There is so much you can do with Pov-Ray ... :)
-Nekar Xenos-
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