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camera {
location <0, 5, -12>
look_at <0, 5, 0>
}
light_source {<-6, 5, -7> color rgb 1.1}
background{color rgb<0.6, 0.7, 1>*1.2}
#macro Trunk1(baseRadius, topRadius, heightY, withSpline, S)
#local Bark = pigment{
wrinkles
turbulence 0.1
color_map {
[0 rgb <0.9, 0.7, 0.6>*0.6]
[1 rgb <0.85, 0.8, 0.79>]
}
scale 0.2
scale<0.25, 0.6, 0.25>
}
#local P = pigment{
wrinkles
turbulence 0.1
color_map {
[0 rgb 1]
[1 rgb 0]
}
scale 0.2
scale<0.25, 0.6, 0.25>
}
#local F = function{
pigment{P}
}
#local F1 = function {x*x + z*z - (baseRadius * baseRadius) +
((baseRadius - topRadius) * y * 10/ heightY) + F(x, (heightY/2) * y,
z).grey*0.12}
isosurface {
#if(withSpline = 0)
function{F1(x, y/heightY, z)}
max_gradient 5
#if(baseRadius > topRadius)
contained_by{box{<-baseRadius*1.1, 0, -baseRadius*1.1>,
<baseRadius*1.1, heightY, baseRadius*1.1>}}
#else
contained_by{box{<-topRadius*1.1, 0, -topRadius*1.1>,
<topRadius*1.1, heightY, topRadius*1.1>}}
#end
pigment{Bark scale<1, 2/heightY, 1>}
finish {ambient 0.2 phong 0}
#else
function {F1(x - S(y).x, y, z - S(y).z)}
max_gradient 5
contained_by{box{<-2, 0, -2>, <2, 1, 2>}}
pigment{Bark scale<1, 2/heightY, 1>}
finish {ambient 0.2 phong 0}
scale <1, heightY, 1>
#end
}
#end
#macro Trunk2(baseRadius, topRadius, heightY, withSpline, S)
#local Bark = pigment{
wrinkles
turbulence 0.1
color_map {
[0 rgb <0.9, 0.7, 0.6>*1.2]
[1 rgb <0.9, 0.7, 0.6>*0.5]
}
scale 0.2
}
#local P = pigment{
wrinkles
turbulence 0.1
color_map {
[0 rgb 1]
[1 rgb 0]
}
scale 0.2
}
#local F = function{
pigment{P}
}
#local F1 = function {x*x + z*z - (baseRadius * baseRadius) +
((baseRadius - topRadius) * y * 10 / heightY) + F(x, (heightY/3) * y,
z).grey*0.32}
isosurface {
#if(withSpline = 0)
function{F1(x, y/heightY, z)}
max_gradient 5
#if(baseRadius > topRadius)
contained_by{box{<-baseRadius*1.1, 0, -baseRadius*1.1>,
<baseRadius*1.1, heightY, baseRadius*1.1>}}
#else
contained_by{box{<-topRadius*1.1, 0, -topRadius*1.1>,
<topRadius*1.1, heightY, topRadius*1.1>}}
#end
pigment{Bark scale<1, 10/3, 1>}
finish {ambient 0.2 phong 0}
#else
function {F1(x - S(y).x, y, z - S(y).z)}
max_gradient 5
contained_by{box{<-2, 0, -2>, <2, 1, 2>}}
pigment{Bark scale<1, 3/heightY, 1>}
finish {ambient 0.2 phong 0}
scale <1, heightY, 1>
#end
}
#end
#macro Trunk3(baseRadius, topRadius, heightY, withSpline, S)
#local Bark = pigment{
wrinkles
turbulence 0.1
color_map {
[0 rgb <0.9, 0.7, 0.6>*0.5]
[0.6 rgb <0.9, 0.7, 0.6>*1.2]
}
scale 0.2
}
#local P = pigment{
wrinkles
turbulence 0.1
color_map {
[0 rgb 1]
[0.55 rgb 0]
}
scale 0.2
}
#local F = function{
pigment{P}
}
#local F1 = function {x*x + z*z - (baseRadius * baseRadius) +
((baseRadius - topRadius) * y) + F(x, heightY * 0.3 * y, z).grey*0.04}
isosurface {
#if(withSpline = 0)
function{F1(x, y/heightY, z)}
max_gradient 5
#if(baseRadius > topRadius)
contained_by{box{<-baseRadius*1.1, 0, -baseRadius*1.1>,
<baseRadius*1.1, heightY, baseRadius*1.1>}}
#else
contained_by{box{<-topRadius*1.1, 0, -topRadius*1.1>,
<topRadius*1.1, heightY, topRadius*1.1>}}
#end
pigment{Bark scale <1, 10/3, 1>}
finish {ambient 0.2 phong 0}
#else
function {F1(x - S(y).x, y, z - S(y).z)}
max_gradient 5
contained_by{box{<-2, 0, -2>, <2, 1, 2>}}
pigment{Bark scale<1, 2/heightY, 1>}
finish {ambient 0.2 phong 0}
scale <1, heightY, 1>
#end
}
#end
#macro Trunk4(baseRadius, topRadius, heightY)
#local Bark = pigment{
wrinkles
turbulence 0.1
color_map {
[0 rgb 0.1]
[0.5 rgb 1.2]
}
scale<1, 0.25, 1>
}
#local P = pigment{
wrinkles
turbulence 0.1
color_map {
[0 rgb 0]
[0.5 rgb 1]
}
scale<1, 0.25, 1>
}
#local F = function{
pigment{P}
}
isosurface {
function {x*x + z*z - (baseRadius * baseRadius) + ((baseRadius -
topRadius) * y / heightY) + F(x, y, z).grey*0.08}
max_gradient 5
#if(baseRadius > topRadius)
contained_by{box{<-baseRadius*1.1, 0, -baseRadius*1.1>,
<baseRadius*1.1, heightY, baseRadius*1.1>}}
#else
contained_by{box{<-topRadius*1.1, 0, -topRadius*1.1>, <topRadius*1.1,
heightY, topRadius*1.1>}}
#end
pigment{Bark}
finish {ambient 0.2 phong 0.05}
}
#end
#macro Trunk5(baseRadius, topRadius, heightY, withSpline, S)
union {
object{Trunk2(baseRadius, topRadius, heightY, withSpline, S)}
object{Trunk3(baseRadius * 0.92, topRadius * 0.92, heightY,
withSpline, S)}
}
#end
#declare S = function {
spline {
natural_spline
-0.25, <-0.5, -2, 0>
0.00, <0, 0, 0>
0.25, <0.3, 2, 0>
0.50, <0, 4, 0>
0.75, <-0.4, 6, 0>
1.00, <0, 8, 0>
1.25, <0.5, 10, 0>
}
}
//object{Trunk1(1, 0.5, 10, 1, S) translate -x*5}
//object{Trunk2(1, 0.5, 10, 1, S) translate -x*2.5}
//object{Trunk3(1, 0.5, 10, 1, S) translate x*0}
//object{Trunk4(1, 0.5, 10) translate x*2.5}
object{Trunk5(1, 0.5, 10, 1, S) translate x*5}
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