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"H. Karsten" <h-karsten()web.de> schreef in bericht
news:web.47a863b615c6d86725876e950@news.povray.org...
> You can also play with the pattern.
> Use wrinkles or leopard instead of agate.
>
>
Indeed. I started with marble, and experimented with most patterns. Some are
better than others, of course, but the combination of pattern, resolution,
density, and chaos gives interesting results.
Thanks by the way for providing the code!!! All kind of possibilities come
to mind!!
Thomas
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//have fun, this tokes 01h53m31s on 24GHz (8 cores) by 1440x600...
global_settings {assumed_gamma 3 radiosity {pretrace_start 1 pretrace_end 0.0
linear1 count 35 nearest_count 5 error_bound 0.1 recursion_limit 3
low_error_factor .05 brightness 0.03}}
#declare S = seed(0);
camera {
ultra_wide_angle
location <0.12,0.05,-1.3>*1.5
direction 1.5*z
right x*image_width/image_height
angle 110
aperture 0.03 blur_samples 128 focal_point <0,1,0> confidence 0.5 variance
1/1280
look_at <0,1,0>
}
light_source {<0,100,-10> color rgb 2.5}
#declare resolution=10;
#declare densiti=0.425;
#declare chaos=5;
#declare h=.3;
#declare high=3;
#declare bloks=union{
#declare zet=0;
#while (zet<resolution*high)
#declare hf=object{height_field {
function resolution,resolution {
pigment {
bozo
color_map {
[0 color rgb 0]
[1 color rgb 1]
}
turbulence chaos
//translate <0.25,0.25,-0.5>
scale .5
translate <0,0,1/resolution*zet>
}
}
scale resolution
} }
#declare zet=zet+h;
#declare iks=0;
#while (iks<resolution)
#declare iks=iks+1;
#declare ueps=0;
#while (ueps<resolution)
#declare ueps=ueps+1;
#if (inside(hf,<iks,(resolution/(1/(1-(densiti)))),ueps>))
#declare gr=rand(S);
superellipsoid { 0.2+(rand(S)-0.5)/5 scale <1,h,1> scale 0.5 rotate
<rand(S),rand(S),rand(S)>*2.5 translate<iks,zet,ueps>
pigment { color rgb <gr,gr,gr>+0.1 }
finish { ambient 0 diffuse 1 phong 1 phong_size 1}
}
#end
#end
#end
#end
}
union{
#declare r=-140;
#while (r<10)
object{bloks scale 1/resolution
translate <-0.5,-0.05,-0.5> rotate <0,-90*r,0> translate <r*0.9,0,0>}
#declare r=r+1;
#end
rotate <0,30,0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.7,0.65,0.5>]
[0.25 rgb <0.0,0.1,0.8>]
[0.5 rgb <0.0,0.1,0.8>*0.5]
[1.0 rgb 0]
}
turbulence .325*0.35
scale <1,1.3,1>
translate <0,-0.15,0>
octaves 10
lambda 3
}
}
plane {
y, 0
pigment { color rgb 1 }
finish{ambient 0 diffuse 1}
}
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