POV-Ray : Newsgroups : povray.binaries.animations : Rune's SUN logo - updated (mpg 149kbu) Server Time
4 Nov 2024 21:23:57 EST (-0500)
  Rune's SUN logo - updated (mpg 149kbu) (Message 1 to 2 of 2)  
From: Andy Cocker
Subject: Rune's SUN logo - updated (mpg 149kbu)
Date: 20 Feb 2001 16:10:11
Message: <3a92dd33@news.povray.org>
Can't take much credit for this, but I enjoyed Rune's SUN logo anim so much
( and as he kindly posted the code ), I modified it slightly (motion_blur,
'morphing' colours ), and have posted it here.

--
Andy Cocker

---------------------------------------------------------------
listen to my music at:
www.mp3.com/lunarland
---------------------------------------------------------------

'I spilled spot remover on my dog. He's gone now. '
'I went to a restaurant that serves "breakfast at any time."
So I ordered french toast during the Renaissance. '

 - Steven Wright.
---------------------------------------------------------------


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Attachments:
Download 'Rune-SUN.mpg' (150 KB)

From: Dennis Clarke
Subject: Re: Rune's SUN logo - updated (mpg 149kbu)
Date: 20 Feb 2001 21:19:37
Message: <3A9325C3.C57DE3B6@interlog.com>
I liked his better than mine so I tossed mine in the trash.  

Oh well ... back to work .. 

here's my source if anyones interested ...

//*********************************************
#include "shapes.inc"
#include "colors.inc"
#include "textures.inc"
#include "skies.inc"
#include "metals.inc"
#include "woods.inc"

//*********************************************
#declare isomer_length = 15.75 ;
#declare isomer_gap = 0.75 ;
//*********************************************

global_settings { assumed_gamma 2.2
                  max_trace_level 20
                  max_intersections 128
                  ambient_light color <0.7, 0.7, 0.7>  }  

#declare theta = ( 2 * 3.14159265 * clock );
camera {
   location < ( 65.0 * cos( theta ) ) , 20.0 , ( -65.0 * sin( theta ) ) >
   look_at <0, 20.0 , 0>
} 

//******************** Glass definitions ***************************************
//**
//** Versions of POV-Ray earlier than 3.1 ? will not deal with 'interior' ...
//**
#declare I_Glass=
   interior {
    ior 1.5
   }
//**
//*****************************************************************************

//***************** Sky definitions *******************************

#declare SkySphere = sky_sphere { S_Cloud1 } 

#declare sun_isomer =
        difference {
                     union { cylinder { < 0, -2, 0 >, < 0, 2, 0 >, 5
                                 rotate x * 90 }
                             box { < -5, 0, -2 >, < 5, isomer_length, 2 > }
                           }
                     union { cylinder { < 0, -2.001, 0 >, < 0, 2.001, 0 >, isomer_gap
                                 rotate x * 90 }
                             box { < ( -1 * ( isomer_gap + 0.001 ) ), 0, -2.001>, 
                                   < ( isomer_gap + 0.001 ), ( isomer_length + 0.001
), 2.001 > }
                           }
                     } 

#declare sun_unit = union {
                       object { sun_isomer rotate y * ( clock * 720 ) }
                       object { sun_isomer rotate y * ( clock * 720 )
                                   rotate x * 180
                                   translate < ( 8.0 + ( isomer_gap * 4.0 ) ), (
isomer_length - 5.0 )  , 0.0 >
                       }
}

#declare sun_half_logo = union {
        object { sun_unit }
        object { sun_unit
                    rotate z * 90
                    translate < ( 8.0 + ( isomer_gap * 4.0 ) ), 22.0, 0.0 >
        }
}

#declare sun_logo = union {
        object { sun_half_logo }
        object { sun_half_logo
                    rotate z * 180
                    translate < 33.250 ,33.0, 0.000 > // this is the line that matches
the two halves
                                                       // these numbers were estimated
until things
                                                       // looked right.  :)
        }
}    

object { sun_logo
    rotate z * 45
    translate < -5.0, -3.0, 0.0 >
    pigment { color rgb < 0.3984 , 0.3984 , 0.5976 > }
    finish {
      ambient .2
      diffuse .6
      phong .75
      phong_size 25
    }
 }

light_source { < 40, 40, -30> color White}
light_source { <-40, 40, -30> color White}

sky_sphere { SkySphere }

plane { <0, 1, 0>, -20
    bounded_by { box { < -400, -20.10, -400 > , < 400, -19.90, 400 > } }
    clipped_by { bounded_by }
    pigment {
      color rgb <0.7, 1.0, 0.8>
    }
}



Andy Cocker wrote:
> 
> Can't take much credit for this, but I enjoyed Rune's SUN logo anim so much
> ( and as he kindly posted the code ), I modified it slightly (motion_blur,
> 'morphing' colours ), and have posted it here.


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