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#version unofficial MegaPov 0.5;
#default { texture { pigment { color rgb 1 } finish { diffuse 1 ambient
<.5, .7, 1>*.15 } } }
global_settings
{
assumed_gamma 1.0
}
sky_sphere
{
pigment
{
gradient y
color_map
{
[ 0.0 color rgb <.9, 1, 1> ]
[ 0.3 color rgb <.5, .5, 1> ]
[ 1.0 color rgb <.1, .1, .5> ]
}
}
}
camera
{
location <0, 6, -4.5>
look_at <0, 0, 0>
}
light_source
{
<-30, 100, -20>
color rgb <1, 1, .9>*2
}
#declare mud1 = function { pigment { crackle } }
#declare mud2 = function { pigment { crackle form <.5, 0, 0> } }
#declare mud3 = function { mud2 ^ 2 }
#declare mud4 = function { min(1, floor(mud1*10)) }
#declare mud = function { mud4 * mud3 }
// in mud2, "form <N, 0, 0>" may be changed such that N is a number
between 0 and 1.
// Higher numbers create stronger curvature in the mudcurls.
//
// in mud4, "floor(mud1*N)" may be changed, and will alter the width of
the cracks,
// which are roughly equal to the size of a crackle cell * 1/N.
isosurface
{
function { y - .6*mud(4*x, 4*y, 4*z) }
threshold 0
contained_by { box { <-8, -1, -5>, <8, 2, 8> } }
max_gradient 10
pigment { color rgb <.5, .40, .34>*.6 }
normal { wrinkles .2 scale .05 }
finish { roughness .1 specular .05 }
}
// the defining function can be strengthened or scaled as needed; you
should know
// how to do this. The max_gradient should be left at 10 for good results.
plane { y, .001 pigment { color rgb <.5, .40, .34>*.2 } }
sphere
{
<0, .5, 0>, .5
pigment { color rgb .3 }
finish { reflection .5 reflection_blur .04 reflection_samples 30
roughness .001 specular 1 diffuse .5 }
}
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