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Syntax is like this:
---START CODE---
//This macro defines the shape, it should be defined before using
GreebledPatch(..)
//and redefined everytime you want a different shape
#macro PatchAt(U,V)
#local R=[Surface-definition in function of U and V];
//for example, a cylinder from y=0 to y=1 with radius .2 would be:
//#local R=vrotate(x*.2+y*U,y*360*V);
R
#end
mesh {
GreebledPatch(U_Start,V_Start, U_End,V_End, RecursionDepth,
Recursion_U_Probability, Recursion_V_Probability)
uv_mapping
texture {YourTexture}
}
---END CODE---
Hope you like it :)
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
Attachments:
Download 'parametric_greebles.jpg' (38 KB)
Preview of image 'parametric_greebles.jpg'
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I think you have outdone yourself.
--
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu
(12:08:22 AM) ***icco wishes that execboard didn't kill themselves
-- seen on #cplug
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The best greebles I've seen so far!
--
-Nekar Xenos-
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"Nekar Xenos" <nek### [at] gmailcom> schreef in bericht
news:483a4f88@news.povray.org...
> The best greebles I've seen so far!
>
...because Zeger is the king of greebles! :-)
Very well done! An extension to the existing macros?
Thomas
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"William Tracy" <wtr### [at] calpolyedu> wrote in message
news:483a4a38$1@news.povray.org...
>I think you have outdone yourself.
:)
well, it's not finished yet, so hopefully it'll become even better :)
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
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"Nekar Xenos" <nek### [at] gmailcom> wrote in message
news:483a4f88@news.povray.org...
> The best greebles I've seen so far!
thank you!!
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
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"Thomas de Groot" <t.d### [at] internlDOTnet> wrote in message
news:483a6461$1@news.povray.org...
>
> "Nekar Xenos" <nek### [at] gmailcom> schreef in bericht
> news:483a4f88@news.povray.org...
>> The best greebles I've seen so far!
>>
> ...because Zeger is the king of greebles! :-)
>
> Very well done! An extension to the existing macros?
originally I was going to rewrite all greeble-macros, to make them more
consistent in use, but then I realized it might be a better idea to
generalize them all into a Parametric-Greebles-macro. Only the
polygon-greebles can't be emulated with this macro.
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
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Thomas de Groot wrote:
> "Nekar Xenos" <nek### [at] gmailcom> schreef in bericht
> news:483a4f88@news.povray.org...
>> The best greebles I've seen so far!
>>
> ...because Zeger is the king of greebles! :-)
Lol, the name "Zeger's Greebles" is forever imprinted into my brain...
BTW, nice greebles, Zeger. It would be nice to see some other
structures, like the Millenium Falcon has. Good work, getting them to
twist with the helix like that.
Sam
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Wow! That's incredible!
Can the macro/scene be configured to output the necessary maps for importing
into other software?
-Mike
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"Zeger Knaepen" <zeg### [at] povplacecom> wrote:
> Syntax is like this:
>
> ---START CODE---
> //This macro defines the shape, it should be defined before using
> GreebledPatch(..)
> //and redefined everytime you want a different shape
> #macro PatchAt(U,V)
> #local R=[Surface-definition in function of U and V];
> //for example, a cylinder from y=0 to y=1 with radius .2 would be:
> //#local R=vrotate(x*.2+y*U,y*360*V);
> R
> #end
> mesh {
> GreebledPatch(U_Start,V_Start, U_End,V_End, RecursionDepth,
> Recursion_U_Probability, Recursion_V_Probability)
> uv_mapping
> texture {YourTexture}
> }
> ---END CODE---
>
>
> Hope you like it :)
love it
Understood most of it except the part about actually implementing PatchAt, not
called in this example. Over my head but so close I got a haircut.
:~(
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