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Justin Whitton wrote:
>
> Playing with ISOsurfaces, an idea is starting to form for the current
> IRTC
> stills round.
>
> Thanks to H.E. Day, if it wasn't for his fractured planetoid, I
> wouldn't
> have started looking at ISOsurfaces.
>
> Justin
>
> [Image]
Cool!
Very cool!
Ehm, they look like turds.
Cool!
Or did I say that?
Oh yes, AND isosurfaced!
Remco
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Simon de Vet wrote in message <387CE40F.87A18A6D@istar.ca>...
>What patch are you using?
Nathan Kopp's WinMegaPOV 0.3
>
>When I cut and paste the code for the asteroid into my MegaPatch, it
doesn't
>work :(
>
enclosed is the source to the posted scene (minus the standard radiosity
settings), it might help.
Justin
#local pov=<0,0.5,-1>;
#local dist=5;
#local poi=<0,0,-0.75>;
#local pov=vnormalize(pov)*dist+poi;
#local rot=0;//25*-z;
#local quality = 1;
camera {
location pov
sky vrotate(y*1,rot)
right vrotate(x*4/3,rot)
look_at poi
normal { bump_map { png "logomask.png" interpolate 2 } 1 translate -0.5 }
}
global_settings {
max_trace_level 20
number_of_waves 20
}
#local tp1 =
function {
pigment {
spiral1 1
sine_wave
colour_map {
[0 rgb -1]
[1 rgb 1]
}
}
}
#local tp2 =
function {
pigment {
granite
scale 3
colour_map {
[0 rgb 0]
[1 rgb 1]
}
}
}
#local tp3 =
function {
pigment {
onion
frequency 5
sine_wave
translate y*0.5
colour_map {
[0 rgb 0]
[1 rgb 1]
}
}
}
#local tc1 = texture {
pigment {
granite
scale 3
colour_map {
[0 rgb <0.5,0.1,0.1>]
[0.1 rgb <0.8,0.5,0.1>]
[1 rgb 1]
}
}
finish {
ambient 0
diffuse 1
}
}
#declare base=function {"Sphere",<1>}
#declare cracked=function {
pigment {
crackle
colour_map {
[0 rgb 0]
[1 rgb 1]
}
scale 0.5
}
}
#macro iso1()
isosurface {
function {
base(x,y,z)+tp2(x,y,z)*0.2+cracked(x,y,z)
}
max_gradient 6
eval
accuracy 0.001
bounded_by{sphere{0,1}}
texture { tc1 }
translate x*-1.5
}
#end
#macro iso2()
isosurface {
function { base(x,y,z)+tp1(x,y,z)*0.2+tp2(x,y,z)*0.5 }
max_gradient 63
eval
accuracy 0.001
bounded_by { sphere { 0,1 } }
texture { tc1 }
translate x*1.5
}
#end
#macro iso3()
isosurface {
function {
base(x,y,z)+tp2(x,y,z)*0.2+tp3(x,y,z)*0.1
}
max_gradient 4
eval
accuracy 0.001
bounded_by{sphere{0,1}}
texture { tc1 }
translate z*-1.5
}
#end
#macro mediasphere()
sphere { 0, (dist+1)
pigment { rgbt 1 }
hollow
interior {
media {
scattering { 1,1/dist }
intervals 1
samples 20,20
method 3
variance 1/64
confidence 1-1/10
}
}
}
#end
#macro lights(pos,bright)
#local ang= degrees(atan2(2.5,(dist*2)));
light_source {
y*dist*2+pos
rgb 1*bright
spotlight
point_at pos
radius ang*0.9
falloff ang
tightness 1
}
#end
lights(z*-0.75,5)
mediasphere()
iso1()
iso2()
iso3()
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