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"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in
news:3d39534c@news.povray.org
>> btw. how about copy/paste scenes (simple 1..500 lines) here (with no
>> warp- lines) instead of attache them ?
> That's what p.text.scene-files is for, isn't it?
>> btw. how about copy/paste scenes (simple 1..500 lines) here (with no
>> warp- lines) instead of attache them ?
> That's what p.text.scene-files is for, isn't it?
sorry - I didn't use attachmenst often in news://
I.e. my previous posts in Xnews - I see only ~15 lines of regular text,
and informations that attachment has been decoded.
I was asking about putting .pov exacly in post body (not as attchment),
like this :
=================================================================
/*
Textur Blur Finction + example
1:1 ratio
started ~10.07.2002, last ver 0.55 20.07.2002 for 3.5win
*/
// vvv OPTIONS ==================
#declare blur1_rad = 0.02; // radius +n. def.: 0.02
#declare blur1_sampl = 6; // samples +n def.: 6 0=off
// pigment - MONOCHROME :
#declare fn1 = function { pigment {
marble color_map {[0 color rgb 0][0.1 color rgb 0.2][0.92 color rgb 0.5][1 color
rgb 1]}
scale 2 turbulence 1.0
} }
#declare blur2_rad = 0.02; // radius +n. def.: 0.02
#declare blur2_sampl = 6; // samples +n def.: 6 0=off
// pigment - MONOCHROME :
#declare fn2 = function { pigment { checker color rgb 0 color rgb 1 scale <1,1,1000> }
}
// ^^^ OPTIONS ==================
#include "functions.inc"
camera { right x up y location -z*10 }
light_source { <-30,100,-100>*10 color rgb 1 }
#declare f1 = function(_x,_y,_z) {
#if (!blur1_sampl)
fn1(_x,_y,_z).gray
#else
#local r=blur1_sampl; #local sc=blur1_rad;
#local maxDist = sqrt(r*r*3);
(
#local ax=-r; #while (ax<=+r)
#local ay=-r; #while (ay<=+r)
#local az=-r; #while (az<=+r)
fn1(_x+ax*sc,_y+ay*sc,_z+az*sc).gray +
#local az=az+1; #end
#local ay=ay+1; #end
#local ax=ax+1; #end
0) / pow((r*2+1),3)
#end
}
#declare f2 = function(_x,_y,_z) {
#if (!blur2_sampl)
fn2(_x,_y,_z).gray
#else
#local r=blur2_sampl; #local sc=blur2_rad;
#local maxDist = sqrt(r*r*3);
(
#local ax=-r; #while (ax<=+r)
#local ay=-r; #while (ay<=+r)
#local az=-r; #while (az<=+r)
fn2(_x+ax*sc,_y+ay*sc,_z+az*sc).gray +
#local az=az+1; #end
#local ay=ay+1; #end
#local ax=ax+1; #end
0) / pow((r*2+1),3)
#end
}
sphere { 0 1
texture { pigment { function { f1(x,y,z) } scale 0.2 } finish { specular 0.9
roughness 0.02 } }
texture { pigment { function { f2(x,y,z) }
color_map { [0 color rgbf <1,.1,.1,.5>][1 color rgbf <1,.9,.6,.9>] }
scale .3
} }
scale 4
}
=================================================================
--
> A jedyne co czytam, ze to terrorysci internetowi z echelonu planuja
> kolejny atak na centrale TPSA
- Expert vel Jacek (obecnie gol### [at] pocztaonetpl)
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"Rafal 'Raf256' Maj" <raf### [at] raf256com> schrieb im Newsbeitrag
news:Xns### [at] 204213191226...
> "Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in
> news:3d39534c@news.povray.org
> > That's what p.text.scene-files is for, isn't it?
[...]
> I was asking about putting .pov exacly in post body (not as attchment),
> like this :
>
Sorry, it seems that I've confused you.
There are two groups for posting scene-files on this server:
povray.text.scene-files and povray.binaries.scene-files.
The later is for scene-files in attachments, the other one for copy-pasted
text. So the first time, you did it right, the second time wrong :-)
You can learn all this (and probably more) in
povray.announce.frequently-asked-questions.
Hope, I was clearer now.
Marc-Hendrik
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