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camera {
location <(4/3)/2, 1, 0.5>
look_at <(4/3)/2, 0, 0.5>
}
light_source {<1, 5, 5> color rgb 1}
#include "functions.inc"
#macro Painter(pig, painterType, widthX, depthZ, strokesX, strokesZ)
// painterType = 0 - Van Gogh
// painterType = 1 - pointilism (Seurat, Signac, Cross...)
#local cntX = 0;
#local cntZ = 0;
#local lseed = seed(1000);
#local incrX = widthX/strokesX;
#local incrZ = depthZ/strokesZ;
#while(cntX < strokesX)
#local cntZ = 0;
#while(cntZ < strokesZ)
#declare currentPoint = <incrX*cntX, 0, incrZ*cntZ>;
#if(cntZ >= (strokesZ - 5))
#declare P1 = eval_pigment(pig, <currentPoint.x, 0,
currentPoint.z>);
#declare P2 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z -
incrZ*1>);
#declare P3 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z -
incrZ*2>);
#declare P4 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z -
incrZ*3>);
#declare P5 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z -
incrZ*4>);
#else
#declare P1 = eval_pigment(pig, <currentPoint.x, 0,
currentPoint.z>);
#declare P2 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z +
incrZ*1>);
#declare P3 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z +
incrZ*2>);
#declare P4 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z +
incrZ*3>);
#declare P5 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z +
incrZ*4>);
#end
#local T1 = texture{pigment{P1} finish{ambient 0.4 phong 0.5}};
#local T2 = texture{pigment{P2} finish{ambient 0.4 phong 0.5}};
#local T3 = texture{pigment{P3} finish{ambient 0.4 phong 0.5}};
#local T4 = texture{pigment{P4} finish{ambient 0.4 phong 0.5}};
#local T5 = texture{pigment{P5} finish{ambient 0.4 phong 0.5}};
#if(painterType = 0)
#declare Stroke = blob {
threshold 0.65
sphere { <0, 0, 0>, 1, 2 scale<5, 1, 1> texture{T5} translate<1, 0,
1.4>}
sphere { <0, 0, 0>, 1, 2 scale<5, 1, 1> texture{T4} translate<2, 0,
0.7>}
sphere { <0, 0, 0>, 1, 2 scale<5, 1, 1> texture{T3}}
sphere { <0, 0, 0>, 1, 2 scale<5, 1, 1> texture{T2} translate<3, 0,
-0.6>}
sphere { <0, 0, 0>, 1, 2 scale<4, 1, 1> texture{T1} translate<0.8,
0, -1.2>}
};
#else
#declare Stroke = sphere{0, 2 texture{T1}};
#end
object{
Stroke
scale<0.02 + (0.01 * rand(lseed)), 0.004, 0.02>
scale 0.25 + (0.15 * rand(lseed))
scale 0.55
rotate -y*(10 + (10 * rand(lseed)))
translate<currentPoint.x + (incrX*rand(lseed)), 0, currentPoint.z +
(incrZ*rand(lseed))>
}
#local cntZ = cntZ + 1;
#end
#local cntX = cntX + 1;
#end
#end
#declare tahoe = pigment {
image_map{
jpeg "tahoe.jpg"
map_type 0
interpolate 0
once
}
scale <4/3, 1, 1>
rotate x*90
}
union {
//Painter(tahoe, 0, 4/3, 1, 120, 90) // Van Gogh
Painter(tahoe, 1, 4/3, 1, 160, 120) // pointilism
}
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Very impressive ! Others ?
3D979BBC.35766813@mail.com...
> camera {
> location <(4/3)/2, 1, 0.5>
> look_at <(4/3)/2, 0, 0.5>
> }
>
> light_source {<1, 5, 5> color rgb 1}
>
> #include "functions.inc"
>
> #macro Painter(pig, painterType, widthX, depthZ, strokesX, strokesZ)
>
> // painterType = 0 - Van Gogh
> // painterType = 1 - pointilism (Seurat, Signac, Cross...)
>
> #local cntX = 0;
> #local cntZ = 0;
> #local lseed = seed(1000);
> #local incrX = widthX/strokesX;
> #local incrZ = depthZ/strokesZ;
>
> #while(cntX < strokesX)
> #local cntZ = 0;
> #while(cntZ < strokesZ)
> #declare currentPoint = <incrX*cntX, 0, incrZ*cntZ>;
>
> #if(cntZ >= (strokesZ - 5))
> #declare P1 = eval_pigment(pig, <currentPoint.x, 0,
> currentPoint.z>);
> #declare P2 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z -
> incrZ*1>);
> #declare P3 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z -
> incrZ*2>);
> #declare P4 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z -
> incrZ*3>);
> #declare P5 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z -
> incrZ*4>);
> #else
> #declare P1 = eval_pigment(pig, <currentPoint.x, 0,
> currentPoint.z>);
> #declare P2 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z +
> incrZ*1>);
> #declare P3 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z +
> incrZ*2>);
> #declare P4 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z +
> incrZ*3>);
> #declare P5 = eval_pigment(pig, <currentPoint.x, 0, currentPoint.z +
> incrZ*4>);
> #end
>
> #local T1 = texture{pigment{P1} finish{ambient 0.4 phong 0.5}};
> #local T2 = texture{pigment{P2} finish{ambient 0.4 phong 0.5}};
> #local T3 = texture{pigment{P3} finish{ambient 0.4 phong 0.5}};
> #local T4 = texture{pigment{P4} finish{ambient 0.4 phong 0.5}};
> #local T5 = texture{pigment{P5} finish{ambient 0.4 phong 0.5}};
>
> #if(painterType = 0)
> #declare Stroke = blob {
> threshold 0.65
> sphere { <0, 0, 0>, 1, 2 scale<5, 1, 1> texture{T5} translate<1, 0,
> 1.4>}
> sphere { <0, 0, 0>, 1, 2 scale<5, 1, 1> texture{T4} translate<2, 0,
> 0.7>}
> sphere { <0, 0, 0>, 1, 2 scale<5, 1, 1> texture{T3}}
> sphere { <0, 0, 0>, 1, 2 scale<5, 1, 1> texture{T2} translate<3, 0,
> -0.6>}
> sphere { <0, 0, 0>, 1, 2 scale<4, 1, 1> texture{T1} translate<0.8,
> 0, -1.2>}
> };
> #else
> #declare Stroke = sphere{0, 2 texture{T1}};
> #end
>
> object{
> Stroke
> scale<0.02 + (0.01 * rand(lseed)), 0.004, 0.02>
> scale 0.25 + (0.15 * rand(lseed))
> scale 0.55
> rotate -y*(10 + (10 * rand(lseed)))
> translate<currentPoint.x + (incrX*rand(lseed)), 0, currentPoint.z +
> (incrZ*rand(lseed))>
> }
>
> #local cntZ = cntZ + 1;
> #end
> #local cntX = cntX + 1;
> #end
> #end
>
> #declare tahoe = pigment {
> image_map{
> jpeg "tahoe.jpg"
> map_type 0
> interpolate 0
> once
> }
> scale <4/3, 1, 1>
> rotate x*90
> }
>
> union {
> //Painter(tahoe, 0, 4/3, 1, 120, 90) // Van Gogh
> Painter(tahoe, 1, 4/3, 1, 160, 120) // pointilism
> }
>
>
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