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I've been getting into blobs, and I've come up with this nice macro for
spherical components. You pass a position vector, core radius, goop radius
and texture. The core radius is the radius of a 'solid' core - with no
other components present (and threshold set to 1 as I always have it), you
would get a sphere of radius = core radius. The goop radius is the radius
of the 'sphere of influence' - i.e. how far away the field extends from the
centre. For me, this macro offers a more intuative method for building with
blobs - although you don't always want your components to have a solid core,
so some have to be added manually.
If anyone else has/knows of good tools for blobs, or wants a modification or
clarification of my macro, please post.
The macro is:
#macro blobbit(pos, corerad, gooprad, stuff)
sphere {
pos, gooprad, pow(1-pow(corerad/gooprad, 2),-2)
texture {
stuff
}
}
#end
Below is a scene using the blobbits:
#version 3.1;
global_settings {
assumed_gamma 1.0
ambient_light 0.5
}
camera {
location < 0.00, 3.00,-5.00 >
look_at < 0.00, 1.00, 0.00 >
}
light_source {
<-30.0, 25.0,-20.0 >
color < 1.00, 0.80, 0.80 >
}
light_source {
< 10.0, 25.0,-20.0 >
color < 0.80, 1.00, 0.80 >
}
plane {
< 0, 1, 0 >, 0
texture {
pigment {
checker
color 0.5*< 1.00, 1.00, 1.00 >
color 0.5*< 0.00, 0.00, 1.00 >
scale 0.1
}
}
}
#declare shiny = finish {
specular 1.00
roughness 0.013
reflection 0.03
metallic
diffuse 0.1
brilliance 10
}
#declare bumpy = normal {
bumps
scale 0.05
}
#declare shinyred = texture {
pigment {
color < 1.00, 0.00, 0.00 >
}
finish {
shiny
}
normal {
bumpy
}
}
#declare shinygreen = texture {
pigment {
color < 0.00, 1.00, 0.00 >
}
finish {
shiny
}
normal {
bumpy
}
}
#declare shinyblue = texture {
pigment {
color < 0.00, 0.00, 1.00 >
}
finish {
shiny
}
normal {
bumpy
}
}
#declare shinygrey = texture {
pigment {
color < 0.33, 0.33, 0.33 >
}
finish {
shiny
}
normal {
bumpy
}
}
#macro blobbit(pos, corerad, gooprad, stuff)
sphere {
pos, gooprad, pow(1-pow(corerad/gooprad, 2),-2)
texture {
stuff
}
}
#end
blob {
blobbit(<-1.00, 0.00, 0.00 >, 0.70, 1.55, shinyred)
blobbit(< 1.00, 0.00, 0.00 >, 0.70, 1.55, shinygreen)
blobbit(< 0.00, 0.00,-1.73 >, 0.70, 1.55, shinyblue)
blobbit(< 0.00, 1.63,-0.58 >, 0.70, 1.55, shinygrey)
threshold 1.00
hierarchy 1
sturm 1
translate < 0.00, 1.00, 0.00 >
rotate < 000, 045, 000 >
texture {
pigment {
color < 1.00, 0.00, 0.00 >
}
finish {
specular 1.00
roughness 0.013
}
}
}
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