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Hi
here's the code for the clinker built boat
Mick
#version 3.1;
#include "colors.inc"
global_settings
{
assumed_gamma 1.0
}
// ----------------------------------------
camera
{
location <0.0, 1.5, -20.0>
direction 1.5*z
right 4/3*x
look_at <0.0, 0.0, 0.0>
}
sky_sphere
{
pigment
{
gradient y
color_map { [0.0 color rgb<0,0,1> ] [0.6 color rgb <0,1,0>] }
}
}
//light_source{<30, 30, -30>,color rgb<2,0,0>}
light_source{<-30, 30, -30>,color rgb<1,1,1>}
light_source{<30, 30, -30>,color rgb<1,1,1>}
/*
light_source{<0, 80, 40>
Gold
area_light
<8, 0, 0> <0, 0, 8>
4, 4
adaptive 0
jitter
}
*/
// ---------------------------------------------------------------
#declare Water = texture {
pigment {color rgbt <0.25,0,1,0.5>}
normal { bumps 0.5 scale 0.05}
finish {
reflection 1
phong 1.0
phong_size 200
metallic
}
scale 3
}
plane {y,0 interior{ior 1.33} texture{Water}}
//-----------------------------------------------------------------
fog {
distance 100 //was 100
colour rgbt<1, 0.35, 0, 0.2>*0.75
turbulence 0.75
turb_depth 0.9
}
fog {
distance 35 //was 35
colour rgbf<0.5, 0.5 , 0.7 , 1.0> *0.75
fog_type 2
fog_offset 4
fog_alt 1
turbulence .5
turb_depth 0.9
}
/*
#declare Sun = object{
sphere { <0,15,199.5>,30
texture {
pigment {color rgb <7, 7, 3>}
}
}
}
light_source {
<0, 15, 200>
color rgb<7,7,3>
area_light <1, 0, 0>, <0, 1, 0>, 3, 3
adaptive 1
jitter
looks_like{ Sun }
//shadowless
}
*/
//-------------------------------------------------------------------
#declare B_Tex = texture {
pigment {
gradient x
turbulence 0.3 octaves 2 omega 0.12 lambda 2.5
color_map {
[0.50 color rgb<0.5, 0.35, 0.000>]
[1.00 color rgb<0.2, 0.7, 0.7>]
}
frequency 5
}
finish {
ambient 0.4
specular 1
metallic
reflection 0.15
}
rotate z*90
scale 0.15
}
#declare Prow = union{
#declare Count = 0;
#declare Radius = 1;
#declare Angle = 0;
#declare SphRad = .01;
#while(Count<140)
sphere{0,SphRad
translate<Count/25,pow(Count,2)/750,0>
rotate z*Angle
}
#declare Count = Count +1;
#declare Angle = Angle + 5;
#declare SphRad = SphRad + 0.03;
#declare Radius = Radius +Radius;
#end
rotate x*180
}
#declare Prow2 = union{
#declare Count = 0;
#declare Radius = 100;
#declare Angle = 280;
#declare SphRad = 4.2;
#while(Count<40)
sphere{0,SphRad
translate <0,Radius,0>
rotate z*Angle
}
#declare Count = Count +1;
#declare Angle = Angle + 1;
#declare SphRad = SphRad + 0.03;
#end
rotate x*180
}
#declare FProw = union{
object{Prow
scale 0.025
rotate z*35
}
object{Prow2
scale 0.025
translate<-1.8495,0.15,0>
}
object {torus{0.1,0.075}
translate<0.6,-0.175,0>
}
translate <4.85,1,0>
}
#declare Post = difference{
cylinder{z*-0.05,z*0.05,2.1}
cylinder{z*-0.2,z*0.2,1.95}
scale<2.5,1.25,1>
clipped_by{sphere{0,20 inverse translate<1,19.1,0>}}
}
#declare BtShape = union{
sphere{0,2
scale <2.5,1.25,1>
clipped_by{sphere{0,20 inverse translate<1,18,0>}}
texture{B_Tex}
}
sphere{0,2
scale <2.5,1.25,1>
clipped_by{sphere{0,20 inverse translate<1,18.2,0>}}
clipped_by{sphere{0,20 translate<1,18,0>}}
texture{B_Tex}
scale 1.01
}
sphere{0,2
scale <2.5,1.25,1>
clipped_by{sphere{0,20 inverse translate<1,18.4,0>}}
clipped_by{sphere{0,20 translate<1,18.2,0>}}
texture{B_Tex}
scale 1.02
}
sphere{0,2
scale <2.5,1.25,1>
clipped_by{sphere{0,20 inverse translate<1,18.6,0>}}
clipped_by{sphere{0,20 translate<1,18.4,0>}}
texture{B_Tex}
scale 1.03
}
sphere{0,2
scale <2.5,1.25,1>
clipped_by{sphere{0,20 inverse translate<1,18.8,0>}}
clipped_by{sphere{0,20 translate<1,18.6,0>}}
texture{B_Tex}
scale 1.04
}
sphere{0,2
scale <2.5,1.25,1>
clipped_by{sphere{0,20 inverse translate<1,19,0>}}
clipped_by{sphere{0,20 translate<1,18.8,0>}}
texture{B_Tex}
scale 1.05
}
}
#declare boat =
object{BtShape clipped_by{plane{z,-0.4 }}translate<0,0,.4>}
object{BtShape clipped_by{plane{z,0.4 inverse }}translate<0,0,-.4>}
object{FProw texture{B_Tex}scale 0.75 rotate z*18 translate <1.4,-1.25,0>}
object{Post texture{B_Tex}}
rotate z*10
}
object{boat
scale 0.5
rotate y*120
translate<0,.9,-12>
//no_shadow
}
//------------------------------------------------------------
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