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On Mon, 12 May 2008 14:24:56 +0200, "Thomas de Groot"
<t.d### [at] internlDOTnet> wrote:
>Hmmm... Here is a solution. However, there is a problem I had not foreseen.
>While the joining edges are perflectly parallel to each other, the adjoining
>surfaces make a sharp angle in some places. I wonder how to solve that...
>
>Here is a little bit of code:
Thanks Thomas, on cleaning up my code (below) I found your problem.
But I also discovered that I don't understand the "function", function
:)
#version 3.6;
background { color rgb <0.000,0.000,0.000> }
global_settings {noise_generator 3}
//*****************************************************************************
// referenced scene items and forced visible scene items declaration
begin
//*****************************************************************************
#declare Shadow_Clouds_Bot =
pigment {
bozo
color_map {
[0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
[0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
[0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
}
rotate <0.0,0.0,90.000>
rotate <180.000,0.0,0.0>
scale <1.000,6.000,6.000>
rotate <-180.000,0.000,-90.000>
translate <0.000,-0.150,0.000>
turbulence <0.650,0.650,0.650>
octaves 6
lambda 2.000
omega 0.700
}
#declare Shadow_Clouds_Top =
pigment {
color rgbft <0.196,0.600,0.800,0.000,0.000>
}
#declare Shadow_Clouds_Mid =
pigment {
bozo
color_map {
[0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
[0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
[0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
}
rotate <0.0,0.0,90.000>
rotate <180.000,0.0,0.0>
scale <1.000,6.000,6.000>
rotate <-180.000,0.000,-90.000>
turbulence <0.650,0.650,0.650>
octaves 6
lambda 2.000
omega 0.700
}
#declare SMcA_White0 =
texture {
pigment {
color rgbft <1.000,1.000,1.000,0.000,0.000>
}
finish {
ambient rgb <0.100,0.100,0.100>
brilliance 1.000
crand 0.000
diffuse 0.600
metallic 0.000
phong 0.000
phong_size 40.000
specular 0.000
roughness 0.050
}
}
#declare SMcA_Green0 =
texture {
pigment {
color rgbft <0.2000,0.5000,0.2000,0.000,0.000>
}
finish {
ambient rgb <0.0100,01.100,0.0100>
brilliance 0.5000
crand 0.000
diffuse 0.600
metallic 0.000
phong 0.000
phong_size 40.000
specular 0.000
roughness 0.50
}
}
////////////////////////////////////////////////////////////////////
#declare ColT=3;
#declare RowT=3;
#declare Col=1;
#while (Col<=ColT)
#declare Row=1;
#declare X_Scaler =select(mod(Col, 2), 1, 0, 1) ; //
Odd or even Col
#while (Row<=RowT)
#declare Z_Scaler =select(mod(Row, 2), 1, 0, 1) ; //
Odd or even Row
#declare HF =
height_field {
function 100, 100 {pattern {spotted scale 0.25 rotate -90*x }}
smooth
translate <-0.5,0,-0.5>
scale <25,5,25>
#if (X_Scaler = 0)
#debug concat( "Col X_Scaler: ",str(X_Scaler,5,0),"\n")
#if (Z_Scaler = 0)
#debug concat( "Row Z_Scaler:
",str(X_Scaler,5,0),"\n")
scale <-1,1,-1>
#else
scale <-1,1,1>
#end
#else
#debug concat( "Col X_Scaler:
",str(X_Scaler,5,0),"\n")
#if (Z_Scaler = 0)
#debug concat( "Row Z_Scaler:
",str(X_Scaler,5,0),"\n")
scale <1,1,-1>
#else
scale <1,1,1>
#end
#end
translate <-25*Col,0,-25*Row>
}
object { HF
texture{ SMcA_Green0 }
}
#declare Row=Row+1;
#end
#declare Col=Col+1;
#debug concat( "X_Scaler is: ",str(X_Scaler,5,0),"\n")
#end
///////////////////////////////////////////////////////////////////////
#declare Camera0 =
camera {
perspective
location <-50.000,300.000,-70.000>
up y
right 1.333*x
angle 50.000
sky <0,1,00>
look_at < 0,0,-70 >
}
//*****************************************************************************
// referenced scene items and forced visible scene items declaration
end
//*****************************************************************************
light_source { // Light_Source1
< 50, 0.000000, -50 >, color rgb <1.000,1.000,1.000>
fade_power 0.000
fade_distance 100.000
media_attenuation off
media_interaction on
translate <21.797291,33.663000,-0.606643>
}
sky_sphere { // SkySphere1
pigment{ Shadow_Clouds_Top }
pigment{ Shadow_Clouds_Mid }
pigment{ Shadow_Clouds_Bot }
}
plane { // Plane1
y , -1
texture{ SMcA_White0 }
}
camera{ Camera0 }
--
Regards
Stephen
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