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Warp wrote:
> Just something random I cooked up when I was bored...
>
the ground is impressive to me. how did you made it? i remind that there
was a way to bump checkers or so...
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marabou <not### [at] available net> wrote:
> the ground is impressive to me. how did you made it? i remind that there
> was a way to bump checkers or so...
plane
{ y,0
pigment { checker rgb <1,.8,.5>, rgb <1,.5,.3> }
finish { specular .5 roughness .1 }
#declare TileSlope =
slope_map { [0 <0,1>][.025 <1,0>][.975 <1,0>][1 <0,-1>] }
normal
{ average normal_map
{ [1 granite .4 scale .3 noise_generator 2]
[1 gradient x 2 slope_map { TileSlope }]
[1 gradient z 2 slope_map { TileSlope }]
}
}
}
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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You can also use this function I developed that's handy for checker-based
textures:
#declare smoothcheckerbasis = function (x,y,z,allfloors,xv,yv,zv) {
select(allfloors-floor(allfloors/2)*2,
0,
max(xv-.5,yv-.5,zv-.5, .5-xv,.5-yv,.5-zv),
min(xv+.5,yv+.5,zv+.5, 1.5-xv,1.5-yv,1.5-zv)
)
}
#declare smoothchecker = function (x,y,z) {
smoothcheckerbasis(x,y,z,floor(x)+floor(y)+floor(z),x-floor(x),y-floor(y),z-
floor(z))
}
Use it like:
function {smoothchecker(x,y+.5,z)}
(translated by .5 units to show the interesting part on the X-Z plane)
- Slime
[ http://www.slimeland.com/ ]
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Are photons available in the released versions of POV?
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Warp wrote:
> { average normal_map
> { [1 granite .4 scale .3 noise_generator 2]
> [1 gradient x 2 slope_map { TileSlope }]
> [1 gradient z 2 slope_map { TileSlope }]
> }
> }
> }
>
>
okay, i understand. povray 3.5beta is nice. is there a similar way for
povray3.1? if yes, which?
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Nice! Reminded me of one I'd done a while back. Same effect where the photos
sear the phosphorus off your screen. I like the textured checkered tile
underneath and the nicely rounded edges on the ring.
-- Dave
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Attachments:
Download 'DavesRing2bb.jpg' (33 KB)
Preview of image 'DavesRing2bb.jpg'
![DavesRing2bb.jpg](/povray.binaries.images/attachment/%3C3d1fd1f4%40news.povray.org%3E/DavesRing2bb.jpg?preview=1)
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Ooops, I meant to type "...the focused photons..."
"David Cook" <nos### [at] oz net> wrote in message
news:3d1fd1f4@news.povray.org...
> Nice! Reminded me of one I'd done a while back. Same effect where the
photos
> sear the phosphorus off your screen. I like the textured checkered tile
> underneath and the nicely rounded edges on the ring.
>
> -- Dave
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"marabou" <not### [at] available net> wrote in message
news:3d1f9787@news.povray.org...
> Warp wrote:
> > { average normal_map
> > { [1 granite .4 scale .3 noise_generator 2]
> > [1 gradient x 2 slope_map { TileSlope }]
> > [1 gradient z 2 slope_map { TileSlope }]
> > }
> > }
> > }
>
> okay, i understand. povray 3.5beta is nice. is there a similar way for
> povray3.1? if yes, which?
slope_map is also in 3.1, so I guess what Warp wrote would work okay minus
the noise_generator 2 part.
bob h
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"Dave VanHorn" <dva### [at] cedar net> wrote in message
news:3d1f9325$1@news.povray.org...
> Are photons available in the released versions of POV?
Not yet in a final release. Only the 3.5 beta, MegaPOV and perhaps some
other custom compilations.
bob h
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Pretty good for "something random"! :)
--
___ ______________________________________________
| \ |_ website: http://davidf.faricy.net/
|_/avid |ontaine email: <dav### [at] faricy net>
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