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As requested ...
Requires an external file named "mozaik.jpg". This file contains
the image to be mosaic-ized.
Aaron
#include "rand.inc"
#include "functions.inc"
camera {
location <0, 0, -65>
look_at <0, 0, 0>
}
light_source {
<-20000, 40000, -30000>
color rgb 2
}
light_source {
<00000, 00000, -30000>
color rgb .5
}
plane {
z, 0
rotate <180, 0, 0>
texture {
pigment {
color rgb <.75, .5, .25>
}
}
}
#local I =
pigment {
image_map {
jpeg "mozaik.jpg"
}
translate <0, -.5, 0>
scale <100, 70, 1> * 2
}
#local Count = 10;
#local SplineX = spline {
natural_spline
#while (Count > 0)
Count * 10, <0, SRand(RdmA), 0>
#local Count = Count - 1;
#end
}
#local Count = 10;
#local SplineY = spline {
natural_spline
#while (Count > 0)
Count * 10, <SRand(RdmA) * 1, 0, 0>
#local Count = Count - 1;
#end
}
#local SizeX = 100;
#local NumX = 100;
#local CountX = NumX;
#while (CountX > 0)
#local SizeY = 100;
#local NumY = 100;
#local CountY = NumX;
#while (CountY > 0)
#local PosX = CountX + SplineY(CountY).x * 2 - (SizeX / 2);
#local PosY = CountY + SplineX(CountX).y * 2 - (SizeY / 2);
#local P = eval_pigment(I, <PosX, PosY, 0>);
superellipsoid {
<.5, .5>
rotate <0, 0, SRand(RdmB) * 15>
scale RRand(.35, .75, RdmB)
translate <PosX, PosY, 0>
texture {
pigment {
marble
turbulence .25
scale 1
color_map {
[0.0 P]
[1.0 P - .125]
}
rotate 45
}
finish {
specular 1
roughness .005
}
normal {
bozo scale .25
}
}
}
#local CountY = CountY - 1;
#end
#local CountX = CountX - 1;
#end
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