|
|
Christoph Hormann wrote:
>
> Separate objects or pattern with repeat warps etc?
Pattern only.
Regards,
John
// The macro code
#macro OctoTile(OctA,OctB,Square,Fill,W)
#local tS= texture { Square Matrix((x+z)/2,y,(z-x)/2,<0,0,0>) }
#if(W<=0)
#local tC= texture { checker texture { OctA }, texture { OctB }
Matrix((x+z)/2,y,(z-x)/2,<0,0,0>) }
#local iA=.5-sqrt(.125);
#local iB=sqrt(.125);
#local iC=1-sqrt(.125);
#local iD=.5+sqrt(.125);
#local tA= texture { gradient x texture_map {
[iA tS][iA tC][iD tC][iD tS] } }
#local tB= texture { gradient x texture_map {
[iB tC][iB tS][iC tS][iC tC] } }
gradient z Matrix ( x-z,y,x+z,<0,0,0>) texture_map {
[iA tA][iA tC][iB tC][iB tB][iC tB][iC tC][iD tC][iD tA] }
#else
#local tC= texture { checker texture { OctA }, texture { OctB } }
#local tX= texture { gradient x texture_map {
[W/2 Fill][W/2 tC][1-W/2 tC][1-W/2 Fill] } }
#local tZ= texture { gradient z texture_map {
[W/2 Fill][W/2 tX][1-W/2 tX][1-W/2 Fill] }
Matrix((x+z)/2,y,(z-x)/2,<0,0,0>) }
#local tF= texture { Fill Matrix((x+z)/2,y,(z-x)/2,<0,0,0>) }
#local iA=.5-sqrt(.125)*(1+W);
#local iB=.5-sqrt(.125)*(1-W);
#local iC=.5+sqrt(.125)*(1-W);
#local iD=.5+sqrt(.125)*(1+W);
#local tA=texture { gradient x texture_map {
[iA tS][iA tF][iB tF][iB tZ][iC tZ][iC tF][iD tF][iD tS] } }
#local iE=sqrt(.125)*(1-W);
#local iF=sqrt(.125)*(1+W);
#local iG=1-sqrt(.125)*(1+W);
#local iH=1-sqrt(.125)*(1-W);
#local tB=texture { gradient x texture_map {
[iE tZ][iE tF][iF tF][iF tS][iG tS][iG tF][iH tF][iH tZ] } }
#local tC=texture { gradient x texture_map {
[iB tF][iB tZ][iC tZ][iC tF] } }
#local tD=texture { gradient x texture_map {
[iE tZ][iE tF][iH tF][iH tZ] } }
#local sDummy=0;
gradient z Matrix(x-z,y,x+z,<0,0,0>) texture_map {
[iA tA][iA tC][iB tC][iB tZ][iE tZ][iE tD][iF tD][iF tB]
[iG tB][iG tD][iH tD][iH tZ][iC tZ][iC tC][iD tC][iD tA] }
#end
#end
// to use it
plane { y,0
texture {
OctoTile(OctText1,OctText2,SquareText,FillText,FillWidth)
}
}
Post a reply to this message
|
|
|
|
In article <slr### [at] fwicom>, Ron Parker says...
> On Thu, 19 Apr 2001 22:45:23 +0200, John VanSickle wrote:
>
> Clearly great minds do think alike. Y'all should go over to p.t.scene-files
> and check out the interesting tiling macros I've been posting there, if you
> haven't already.
>
I am becoming increasingly unhappy, not only because I can't do things
like these, but also because I don't understand how they work. :((
But these 'things' are very nice indeed! Lucky you!
--
Regards, Sander
Post a reply to this message
|
|
|
|
On Fri, 20 Apr 2001 09:46:08 +0200, Sander wrote:
>I am becoming increasingly unhappy, not only because I can't do things
>like these, but also because I don't understand how they work. :((
>But these 'things' are very nice indeed! Lucky you!
I could give a try to explaining one of the simpler ones, if there's
popular demand. I won't try to explain 3, though. That requires large
amounts of caffeine.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
Post a reply to this message
|
|
|
|
Ron Parker <ron### [at] povrayorg> wrote:
> On Fri, 20 Apr 2001 09:46:08 +0200, Sander wrote:
>>I am becoming increasingly unhappy, not only because I can't do things
>>like these, but also because I don't understand how they work. :((
>>But these 'things' are very nice indeed! Lucky you!
> I could give a try to explaining one of the simpler ones, if there's
> popular demand. I won't try to explain 3, though. That requires large
> amounts of caffeine.
Yeah, it's kinda ugly. I see how it works. It's much like some of my
complex textures, layers upon layers of stuff to break up and sort and
reorganize.
The basic system (like 1), is pretty easy to understand, as it's the same
basic mechanizm as a kalaidescope.
Geoff
Post a reply to this message
|
|