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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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