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Here is what I have so far in my SISray code used to generate the images in
p.b.i. You'll have to supply your own depthmap. The Ptrn() function is
completely arbitrary. The example in p.b.i. is perhaps not the best.
A few things to note here:
If you need wider eyeseparation try increasing the dpi variable.
There are two variables, depthFac and depthOffset, that are used
scale the 0-1 range of your depthmap and place it in the place
it within the range. These are really broken at the moment and
should be set to 1 and 0 respectively. That's not how they are
set in this file but that's so you can see the problem I'm having.
If you make the SLR() function return all 1 or -1 then you can make
the pattern skew to one side or the other. Those two 'depth'
variables I just mentioned should behave properly then, but, you
will also have to greatly increase the LinkFac variable to avoid
garbage at the side. This also dramatically slows the rendertime.
The depthmap is declared as a pigment function called H(). 1-H() creates
the standard wall-eyed version while H() alone generates the
cross-eyed version. This seems backwards to me, but I don't question
results.
For best results, limit your depthmap to the 0-0.5 or possibly 0.75
range.
SISray generates it's own include file so make write permissions are on
for the current directory.
I'm sure there are lots of optimizations for this code. If anyone can solve my
depthOffset problems or wants to make and share any changes, that would make me
very happy. If not, then just have fun. I'm happy to answer any questions I'm
able.
--
light_source{0,1}#macro c(J,a)sphere{0,1pigment{rgb z}scale a translate J+O}
#end#macro B(R,V,O)c(0,4)intersection{c(V,R)difference{c(-z*4x+10)c(-z*4.1x+
10)c(0<7.5,45,5>)}}#end B(12,0z*25)B(8y*4<0,12,50>) // Batronyx ^"^
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Download 'SISray.zip' (2 KB)
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