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here's the code several people have asked for - it's a mess.... based on
some code posted by Kevin Ellis a couple of years ago.
difference {
sphere { 0,Rad}
sphere {0,Rad-15000}
material{
texture{
pigment{ rgbf 1}
}
interior{
media{
scattering {2,<.01,.012,.01>/2.75 extinction 1/2.75 } //was 1.75
method 3
samples 15,15
intervals 1
density { //one
wrinkles
ramp_wave
//turbulence .3
color_map {
[0 rgb 0]
[0.4 rgb 0] //was .4
[0.6 rgb 0.275] //0.275
[1 rgb 0.475] //0.475
}//colmap
scale <10000,5000,9000>/1.5
rotate y*25
translate <1000,Rad-30000,0>
}//density
density {//2
//boxed
marble
//agate
//wrinkles
//spotted
triangle_wave
//sine_wave
turbulence 1.5
color_map {
[0 rgb 0]
[0.3 rgb 0] //was 3
[0.75 rgb 0.25] //0.2
[1 rgb 0.5] //0.4
}//colmap
scale <10000,5000,7500>*10 //10
rotate y*-25
translate <0,Rad-30000,0>
}//density
}//media
}//interior
}//material
hollow
rotate y*70
rotate z*15
translate <0,32000-Rad,0>
}//difference
Mick
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oops! you'll need this too.
#version 3.5;
#include"functions.inc"
#declare Rad_on =0;
global_settings {
assumed_gamma 1.0
max_trace_level 12
noise_generator 1
#if(Rad_on =1)
radiosity{
pretrace_start 0.08
pretrace_end 0.01
count 20
nearest_count 5
error_bound 0.4
recursion_limit 1
low_error_factor 0.5
gray_threshold 0
minimum_reuse 0.015
brightness 1.5
adc_bailout 0.006
normal on
}
#end
}
#declare Rad = 2500000 / (2 * pi);
camera {
location <0,-1.975,-14.25> //was -15 y was -1.85
angle 55
look_at <0,0,0>
}
light_source {<0,500000,93000000>
color rgb <0.9965, 0.675, 0.275> *.15
media_attenuation on
media_interaction on
}
light_source {<-100,200,-100>
color rgb <0.99, 0.75, 0.25>*.325
media_attenuation off
media_interaction off
}
sky_sphere
{
pigment
{
gradient y turbulence .2
color_map { [0.0 color rgb <1,.9,.375>/2 ] [0.8 color
rgb<.7,.8,1> ] }rotate x*15 // <.8,.8,.9>
}
}
plane{y,-5 pigment{rgb<.8,.4,.2>}
normal{bumps .5 scale 2}
finish{reflection .75 ambient 0 diffuse .1
}
}
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