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news:3B987296.5F6EB3C5@atosorigin.com...
>
> You have to offset the picture map by an half in the vertical
> direction to have it correctly.
>
> How was it done ?
> I'm guessing some iso/function ?
Oh yeah, well I didn't try to mimic the original, just took the jpeg and put
2 by 4 copies into a new image file. So when applied as a spherical image
map that was the outcome.
It's a spherical isosurface, this is to say I used x*x+y*y+z*z for the
sphere then subtracted the image map from that. Sort of. Actual thing:
#declare Slope_T=
texture {
slope {
y,.3+.3*clock,1
altitude y,0,1
}
texture_map {
[0.0 Polished ]
[0.9-(0.89*clock) Shiney ]
[0.99-(0.7*clock) Dulled ]
[0.999-(0.5*clock) Dulled ]
[1.0 Oxidized ]
}
}
isosurface {
function {
(x*x+y*y+z*z)^3 - (P1(x,y,z).gray)
}
contained_by {sphere {0,1}}
// evaluate 5,500,0.99
max_gradient 40
accuracy 0.02
texture {Slope_T}
rotate -90*clock*y
}
Less the rest of the scene script. POV 3.5 beta.
Bob H.
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