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// Persistence Of Vision raytracer version 3.0 sample file.
// Fully automated Blob scene.
// Written by Russian CGA specialist Alexander Halyavin
// at deep deep night.
// All lefts not reserved. Use it how u want.
// Write yer questions to ale### [at] elpapostru or fac### [at] inamecom
#version 3.0
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
//============================================== Camera
camera {
location <-5.0, 4.0, -20.0>
direction z*1.3
up z
right x*1.33
look_at <0.0, 0.0, 0.00>
}
//============================================== Lights
light_source
{
<-20.00, 30.00, -100.00> color rgb <.7, .6, .4>
// area_light <1, 0, 0>, <0, 0, 1>, 20, 20
// adaptive 1
// jitter
}
light_source
{
<200.00, 300.00, -500.00> color Wheat
// area_light <1, 0, 0>, <0, 0, 1>, 20, 20
// adaptive 1
// jitter
}
//============================================== Defines
//#default { pigment { White } finish { Shiny }}
#declare Xrow=6 //Change this for X dimension of blob
#declare Yrow=6 //Change this for Y dimension of blob
#declare Zrow=6 //Change this for Z dimension of blob
#declare CntrX=0
#declare CntrY=0
#declare CntrZ=0
#declare Distance=1
#declare Force=1
#declare Radii=.8
#declare OfsX=(Xrow*Distance)/2
#declare OfsY=(Yrow*Distance)/2
#declare OfsZ=(Zrow*Distance)/2
//============================================== Objects
plane { <0, 0, (((Zrow*Distance)/2)+(Distance/10))>, 2
texture {
pigment{checker color MediumSeaGreen, color rgb <.6, .5, .2> scale 2.0}
normal{bumps 0.4 scale 1}
finish{specular .6; ambient 0.1; diffuse .4; reflection .5}
}
}
blob
{
threshold .65
#while (CntrX < Xrow)
#while (CntrY < Yrow)
#while (CntrZ < Zrow)
sphere
{
<(CntrX*Distance)-OfsX,(CntrY*Distance)-OfsY,(CntrZ*Distance)-OfsZ>, Radii,
Force
texture
{
pigment{color rgb <0.7, 0.7, 1>}
/*finish
{
specular 1; ambient 0.1; diffuse .5; metallic; reflection .9
}*/
}
}
#declare CntrZ=CntrZ+1
#end
#declare CntrY=CntrY+1
#declare CntrZ=0
#end
#declare CntrX=CntrX+1
#declare CntrY=0
#declare CntrZ=0
#end
}
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Attachments:
Download 'Proba3.jpg' (16 KB)
Preview of image 'Proba3.jpg'
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faceDancer wrote:
> // Persistence Of Vision raytracer version 3.0 sample file.
> // Fully automated Blob scene.
> // Written by Russian CGA specialist Alexander Halyavin
> // at deep deep night.
> // All lefts not reserved. Use it how u want.
> // Write yer questions to ale### [at] elpapostru or fac### [at] inamecom
>
> #version 3.0
> global_settings { assumed_gamma 2.2 }
> #include "colors.inc"
> #include "textures.inc"
> #include "shapes.inc"
> //============================================== Camera
> camera {
> location <-5.0, 4.0, -20.0>
> direction z*1.3
> up z
> right x*1.33
> look_at <0.0, 0.0, 0.00>
> }
> //============================================== Lights
> light_source
> {
> <-20.00, 30.00, -100.00> color rgb <.7, .6, .4>
> // area_light <1, 0, 0>, <0, 0, 1>, 20, 20
> // adaptive 1
> // jitter
> }
> light_source
> {
> <200.00, 300.00, -500.00> color Wheat
> // area_light <1, 0, 0>, <0, 0, 1>, 20, 20
> // adaptive 1
> // jitter
> }
> //============================================== Defines
> //#default { pigment { White } finish { Shiny }}
> #declare Xrow=6 //Change this for X dimension of blob
> #declare Yrow=6 //Change this for Y dimension of blob
> #declare Zrow=6 //Change this for Z dimension of blob
> #declare CntrX=0
> #declare CntrY=0
> #declare CntrZ=0
> #declare Distance=1
> #declare Force=1
> #declare Radii=.8
> #declare OfsX=(Xrow*Distance)/2
> #declare OfsY=(Yrow*Distance)/2
> #declare OfsZ=(Zrow*Distance)/2
> //============================================== Objects
> plane { <0, 0, (((Zrow*Distance)/2)+(Distance/10))>, 2
> texture {
> pigment{checker color MediumSeaGreen, color rgb <.6, .5, .2> scale 2.0}
> normal{bumps 0.4 scale 1}
> finish{specular .6; ambient 0.1; diffuse .4; reflection .5}
> }
> }
> blob
> {
> threshold .65
> #while (CntrX < Xrow)
> #while (CntrY < Yrow)
> #while (CntrZ < Zrow)
> sphere
> {
>
> <(CntrX*Distance)-OfsX,(CntrY*Distance)-OfsY,(CntrZ*Distance)-OfsZ>, Radii,
> Force
> texture
> {
> pigment{color rgb <0.7, 0.7, 1>}
> /*finish
> {
> specular 1; ambient 0.1; diffuse .5; metallic; reflection .9
> }*/
> }
> }
> #declare CntrZ=CntrZ+1
> #end
> #declare CntrY=CntrY+1
> #declare CntrZ=0
> #end
> #declare CntrX=CntrX+1
> #declare CntrY=0
> #declare CntrZ=0
> #end
> }
>
> [Image]
hey! thats a NICE image!
/Jontan Hedborg
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