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"John D. Gwinner" wrote:
>
> I'm trying to do a 'brain coral' and would like to know if anyone has a
> suggestion on making POV code to build something like a brain procedurally?
> Maybe this is an ISO Surface (MegaPOV) thing ..
>
> In other words, as a surface for an object (in the human brain 'top half' a
> hemisphere would be good), little 'wrinkles and valleys'.
>
> == John ==
>
> "Lars Luthman" <no### [at] spamse> wrote in message
> news:3b8cf69b@news.povray.org...
> > I'm looking for a free POV model of a human brain. Does anyone know where
> > to find one?
> >
> >
> > --ll
Threw this together over lunch, a brain, and a brain coral. Not
perfect, but it depends on what you want it for, so it may be enough.
(I find the question usually isn't "Can I do it?" but "How much detail
do I want to spend time to put in?" :-)
// Persistence of Vision Ray Tracer Scene Description File
// File: ?.pov
// Vers: 3.1
// Desc: Basic Scene Example
// Date: 08/30/01
// Auth: Tom A.
//
#version 3.1;
#include "colors.inc"
#include "textures.inc"
global_settings
{
assumed_gamma 1.0
}
// ----------------------------------------
camera
{
location <0.0, 0.5, -4.0>
direction 1.5*z
right 4/3*x
look_at <0.0, 0.0, 0.0>
}
sky_sphere
{
pigment
{
gradient y
color_map { [0.0 color blue 0.6] [1.0 color rgb 1] }
}
}
light_source
{
0*x // light's position (translated below)
color red 1.0 green 1.0 blue 1.0 // light's color
translate <-30, 30, -30>
}
// ----------------------------------------
plane { y, -1 pigment {color rgb <0.7,0.5,0.3>}}
#declare brain1 =
normal {
quilted
turbulence .9
bump_size 1.5
slope_map {
[0 <0, 1>] // start at bottom and slope up
[0.5 <1, 1>] // halfway through reach top still climbing
[0.5 <1,-1>] // abruptly slope down
[1 <0,-1>] // finish on down slope at bottom
} scale <.1,.3,.7>
}
#declare braincoral1 = // long lines, but not much wiggle
normal {
marble turbulence .755
// bump_size 1.5
slope_map {
[0 <0, 1>] // start at bottom and slope up
[0.5 <1, 1>] // halfway through reach top still climbing
[0.5 <1,-1>] // abruptly slope down
[1 <0,-1>] // finish on down slope at bottom
} scale <.1,.3,.5>
}
#declare braincoral2 = // lines less obvious, but more wiggley
normal {
granite turbulence .5
bump_size 1.5
slope_map {
[0 <0, 1>] // start at bottom and slope up
[0.5 <1, 1>] // halfway through reach top still climbing
[0.5 <1,-1>] // abruptly slope down
[1 <0,-1>] // finish on down slope at bottom
} scale <.5,.7,.9>
}
#declare braincoral3 = // lines less obvious, but more wiggley
normal {
wood turbulence .5
bump_size 1.5
slope_map {
[0 <0, 1>] // start at bottom and slope up
[0.5 <1, 1>] // halfway through reach top still climbing
[0.5 <1,-1>] // abruptly slope down
[1 <0,-1>] // finish on down slope at bottom
} scale <.2,.5,.7>
}
// brain
union{
difference{
union{
sphere { 0.0, 1 texture {pigment {Gray} normal{braincoral1 } }scale
<.5,1,1> translate<.25,0,0> }
sphere { 0.0, 1 texture {pigment {Gray} normal{braincoral1 } }scale
<.5,1,1> translate<-.25,0,0>}
}
box{<-2,0,-2>,<2,-2,2>}
}
union{
sphere { 0.0, 1 texture {pigment {Gray} normal{braincoral1 } }scale
<.5,.5,1> translate<.25,0,0> }
sphere { 0.0, 1 texture {pigment {Gray} normal{braincoral1 } }scale
<.5,.5,1> translate<-.25,0,0>}
}
union{
sphere { 0.0, 1 texture {pigment {Gray30} normal{brain1 } }scale
<.35,.5,.5> translate<.15,-.25,.5> }
sphere { 0.0, 1 texture {pigment {Gray30} normal{brain1 } }scale
<.35,.5,.5> translate<-.15,-.25,.5>}
}
translate <-1,0,0>
}
// brain
coral
sphere { 0.0, 1 texture {pigment {Green} normal{braincoral3 } }
translate<1.2,-1,0> }
--
Tom A.
See everything; over look a great deal; correct a little. -Blessed Pope
John XXIII
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