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29 Jul 2024 04:28:34 EDT (-0400)
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From: Mike Metheny
Subject: Re: a little game
Date: 9 Jan 1999 02:20:02
Message: <36970322.0@news.povray.org>
Okay in that case I got it



Mike Metheny
lon### [at] vtedu
http://loneshepherd.ml.org/

"When one's words are no better than silence, one should keep silent."


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From: Mike Metheny
Subject: Re: a little game
Date: 9 Jan 1999 04:01:51
Message: <36971aff.0@news.povray.org>
Here's my part.  Ack sorry I posted the image here too. (In the above post).



Mike Metheny
lon### [at] vtedu
http://loneshepherd.ml.org/

"When one's words are no better than silence, one should keep silent."

camera {
     location <-100, 10, -100>
     sky <0, 1, 0>
     look_at <0, 0, 0>
}

light_source {
     <-1000, 800, -2000>
     color rgb<1, 1, 1>
}

plane {
     <0, 1, 0>, 0
     pigment {
          color rgb<1, 1, 1>
     }
}

//bobs part one
#declare C=1;
#while (C<9)
sphere {0,1
pigment {rgb C/10 filter C/9}
  normal {waves .4 turbulence .2 scale .1 phase clock}
  finish {ambient .6-(C/11) diffuse .2+(C/15) specular .6 roughness .01
reflection .25
   irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
  interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
scale <C/3,C/4,C/5>*7 rotate C*45*y rotate clock*360*y
  translate <3,5,-7>*4
}
#declare C=C+1;
#end

//bobs part one

//Johannes' part 1
union {
  superellipsoid { <0.1, 0.1> }
  superellipsoid { <1.0, 0.1> translate  0.93*y }
  superellipsoid { <1.0, 0.1> translate  0.93*x }
  material{

    texture{

      pigment { color rgb <0.8, 0.0, 0.0> }
      finish {
        ambient 0.2
        diffuse 0.3
        brilliance 0.099
        phong 1.0
        phong_size 4.3
        specular 0.22
        roughness 0.001
      }
    }
  }
  scale <2.5, 2.5, 1.25>
  rotate <0, 0, 45>
  translate  <-80, 3.3, -70>
}
//End Johannes' part 1

// Start Ken 3of3
  #declare Obelisk =
  intersection{intersection{intersection{
  plane{x,0 rotate  5*z translate 9*x }
  plane{x,0 rotate  5*z translate 9*x rotate  90*y }
  plane{x,0 rotate  5*z translate 9*x rotate 180*y }
  plane{x,0 rotate  5*z translate 8*x rotate 270*y}}
  plane{x,0 rotate 30*z translate 5*x translate 60*y}
  plane{x,0 rotate 30*z translate 5*x translate 60*y rotate  90*y}
  plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 180*y}
  plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 270*y}
  plane{y,0 inverse}}
  cylinder{z*-10,z*10,6 scale<1,1.75,1>inverse pigment{rgb 0}}}

  #declare OBTex =
  texture{pigment{granite turbulence 5 color_map{
  [.25 rgb<.70,.67,.64>][.50 rgb<.65,.63,.59>]
  [.75 rgb<.70,.67,.64>][1.0 rgb<.65,.63,.59>]}}
  finish{ambient .4 diffuse .35}}

  #declare Obelisk_Set =
  union{
  object{Obelisk scale<1.5,1.25,1>translate<-100,0,50>texture{OBTex scale
10}}
  object{Obelisk scale<1.5,1.25,1>translate< 100,0,50>texture{OBTex scale
10}}}

  union{
  #declare A = 0;
  #while  (A<10)
  object{Obelisk_Set translate 250*z*A}
  #declare A=A+1; #end rotate 45*y}

  fog{distance 150 color rgb<.70,.67,.63>fog_type 2 fog_offset 15 fog_alt 1}
// End Ken 3of3



//Spider's part one .
//I decided the scene needed a sky.. I had planned on adding some mountains
in the bkg, but I didn't have my HF's left.. (damned)
//The sky is very fuzzy and carootnish, a bit dark, but I like it...
//If there is space later, I have a #declare foor a minor wood.... (Hmm...
24 trees, *48 (Gnarled trees.))

#declare fast=false; //Set this to true to remove some skies. (Good for
speed)
#declare SkyOut = 20000; //outer
#declare SkyIn = 15000; //inner
#declare SkyScale = 270; //The scale.
sphere { //Sky layer 1
  <0,0,0>,SkyOut
  hollow
  #if(fast=true) pigment { colour red 1 } #else
    pigment {
      bozo
      turbulence <0.70,0.4,0.7>
      octaves 3 omega 1/6 lambda 2.5
      color_map {
        [0.0 color rgb <0.850, 0.700, 0.750> ] [0.1 color rgb <0.550, 0.600,
0.650> ]
        [0.5 color rgb <0.184, 0.184, 0.309> ] [1.0 color rgb <0.100, 0.100,
0.200> ]  }
      scale <3, 1, 3> scale SkyScale
    }
    rotate <clock*360, -clock*240, clock*120>
  #end
}

sphere { //Sky layer 2
  <0,0,0>, SkyIn
  hollow
  #if(fast=true) pigment { colour red 1 } #else
    pigment {
      bozo
      turbulence 0.65 octaves 3 omega 1/6 lambda 2.5
      color_map {
        [0.0 color rgb <0.88, 0.85,0.85> ] [0.05 color rgb <0.80, 0.75,
0.75> ]
        [0.25 color rgbf 1] [1.001 color rgbf 1] }
      scale <6, 1, 6> scale SkyScale
    }
    rotate <clock*240, -clock*320, clock*180>
  #end
}

//End Spider 1

// Lone Shepherd's part {Mike Metheny}
// A shuriken; transparent parts shown to show sort of a motion blur.  Would
add more but that would seriously increase render time :0

#declare star =
        merge{
                difference{
                        prism {
                                conic_sweep
                                linear_spline
                                .95, // sweep the following shape from here
...
                                1, // ... up through here
                                9, // the number of points making up the
shape ...
                                <0,3>, <.75,.75>, <3,0>, <.75,-.75>,
<0, -3>, <-.75,-.75>, <-3,0>, <-.75,.75>,<0,3>
                                translate<0,-1,0>

                               }
                       cylinder{<0,-4,0>,<0,4,0>,.5}
                         }
                difference{
                        prism {
                                conic_sweep
                                linear_spline
                                .95, // sweep the following shape from here
...
                                1, // ... up through here
                                9, // the number of points making up the
shape ...
                                <0,3>, <.75,.75>, <3,0>, <.75,-.75>,
<0, -3>, <-.75,-.75>, <-3,0>, <-.75,.75>,<0,3>

                                rotate <180,0,0>
                                translate <0,1,0>
                               }
                       cylinder{<0,-4,0>,<0,4,0>,.5}
                         }

                 torus{.5,.05}
                 }

#declare bozotext1 =

texture {
      pigment {
        bozo
        color_map {
          [0.00 color rgb<0.184314,0.309804,0.184314>]
      [0.33 color rgb 0]
      [0.66 color rgb<0.55,0.47, 0.14>]
      [1.00 color rgb .5]

        }
        turbulence 3
        scale <3,.8,.8>*1.3
        rotate <5,10,30>
      }
   finish { phong .4 reflection .5 metallic}

   }


#declare startrail =
union{       //transparent stars
#declare B=1;
#while (B<5)
#declare bozotext2 =
texture {
      pigment {
        bozo
        color_map {
          [0.00 color rgbt<0.184314,0.309804,0.184314,1-.2*B>]
      [0.33 color rgbt <0,0,0,1-.02*B>]
      [0.66 color rgbt<0.55,0.47, 0.14,1-.2*B>]
      [1.00 color rgbt <.5,.5,.5,1-.2*B>]

        }
        turbulence 3
        scale <3,.8,.8>*1.3
        rotate <5,10,30>
      }
   finish { phong .4 reflection .5 metallic}

   }

object{star texture{bozotext2} scale 2 rotate<100,10,(5*B)-15> translate
<-75+2*B,25-4*B,-33-8*B>}
#declare B=B+1; #end
}
object{star texture{bozotext1}  scale 2 rotate <100,10,-5> translate  <-65,
5, -73>}
object{startrail}

//End Lone Shepherd (Mike Metheny) part


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From: george erhard
Subject: Re: a little game
Date: 10 Jan 1999 17:45:43
Message: <36992DFD.4B5DCCCE@pacbell.net>
Mind if I take a whack at it?    (rendering on a P200 w 64MB, this MIGHT take a
few hours...)

Mike Metheny wrote:

> Here's my part.  Ack sorry I posted the image here too. (In the above post).
>
> Mike Metheny
> lon### [at] vtedu
> http://loneshepherd.ml.org/
>
> "When one's words are no better than silence, one should keep silent."
>
> camera {
>      location <-100, 10, -100>
>      sky <0, 1, 0>
>      look_at <0, 0, 0>
> }
>
> light_source {
>      <-1000, 800, -2000>
>      color rgb<1, 1, 1>
> }
>
> plane {
>      <0, 1, 0>, 0
>      pigment {
>           color rgb<1, 1, 1>
>      }
> }
>
> //bobs part one
> #declare C=1;
> #while (C<9)
> sphere {0,1
> pigment {rgb C/10 filter C/9}
>   normal {waves .4 turbulence .2 scale .1 phase clock}
>   finish {ambient .6-(C/11) diffuse .2+(C/15) specular .6 roughness .01
> reflection .25
>    irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
>   interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
> scale <C/3,C/4,C/5>*7 rotate C*45*y rotate clock*360*y
>   translate <3,5,-7>*4
> }
> #declare C=C+1;
> #end
>
> //bobs part one
>
> //Johannes' part 1
> union {
>   superellipsoid { <0.1, 0.1> }
>   superellipsoid { <1.0, 0.1> translate  0.93*y }
>   superellipsoid { <1.0, 0.1> translate  0.93*x }
>   material{
>
>     texture{
>
>       pigment { color rgb <0.8, 0.0, 0.0> }
>       finish {
>         ambient 0.2
>         diffuse 0.3
>         brilliance 0.099
>         phong 1.0
>         phong_size 4.3
>         specular 0.22
>         roughness 0.001
>       }
>     }
>   }
>   scale <2.5, 2.5, 1.25>
>   rotate <0, 0, 45>
>   translate  <-80, 3.3, -70>
> }
> //End Johannes' part 1
>
> // Start Ken 3of3
>   #declare Obelisk =
>   intersection{intersection{intersection{
>   plane{x,0 rotate  5*z translate 9*x }
>   plane{x,0 rotate  5*z translate 9*x rotate  90*y }
>   plane{x,0 rotate  5*z translate 9*x rotate 180*y }
>   plane{x,0 rotate  5*z translate 8*x rotate 270*y}}
>   plane{x,0 rotate 30*z translate 5*x translate 60*y}
>   plane{x,0 rotate 30*z translate 5*x translate 60*y rotate  90*y}
>   plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 180*y}
>   plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 270*y}
>   plane{y,0 inverse}}
>   cylinder{z*-10,z*10,6 scale<1,1.75,1>inverse pigment{rgb 0}}}
>
>   #declare OBTex =
>   texture{pigment{granite turbulence 5 color_map{
>   [.25 rgb<.70,.67,.64>][.50 rgb<.65,.63,.59>]
>   [.75 rgb<.70,.67,.64>][1.0 rgb<.65,.63,.59>]}}
>   finish{ambient .4 diffuse .35}}
>
>   #declare Obelisk_Set =
>   union{
>   object{Obelisk scale<1.5,1.25,1>translate<-100,0,50>texture{OBTex scale
> 10}}
>   object{Obelisk scale<1.5,1.25,1>translate< 100,0,50>texture{OBTex scale
> 10}}}
>
>   union{
>   #declare A = 0;
>   #while  (A<10)
>   object{Obelisk_Set translate 250*z*A}
>   #declare A=A+1; #end rotate 45*y}
>
>   fog{distance 150 color rgb<.70,.67,.63>fog_type 2 fog_offset 15 fog_alt 1}
> // End Ken 3of3
>
> //Spider's part one .
> //I decided the scene needed a sky.. I had planned on adding some mountains
> in the bkg, but I didn't have my HF's left.. (damned)
> //The sky is very fuzzy and carootnish, a bit dark, but I like it...
> //If there is space later, I have a #declare foor a minor wood.... (Hmm...
> 24 trees, *48 (Gnarled trees.))
>
> #declare fast=false; //Set this to true to remove some skies. (Good for
> speed)
> #declare SkyOut = 20000; //outer
> #declare SkyIn = 15000; //inner
> #declare SkyScale = 270; //The scale.
> sphere { //Sky layer 1
>   <0,0,0>,SkyOut
>   hollow
>   #if(fast=true) pigment { colour red 1 } #else
>     pigment {
>       bozo
>       turbulence <0.70,0.4,0.7>
>       octaves 3 omega 1/6 lambda 2.5
>       color_map {
>         [0.0 color rgb <0.850, 0.700, 0.750> ] [0.1 color rgb <0.550, 0.600,
> 0.650> ]
>         [0.5 color rgb <0.184, 0.184, 0.309> ] [1.0 color rgb <0.100, 0.100,
> 0.200> ]  }
>       scale <3, 1, 3> scale SkyScale
>     }
>     rotate <clock*360, -clock*240, clock*120>
>   #end
> }
>
> sphere { //Sky layer 2
>   <0,0,0>, SkyIn
>   hollow
>   #if(fast=true) pigment { colour red 1 } #else
>     pigment {
>       bozo
>       turbulence 0.65 octaves 3 omega 1/6 lambda 2.5
>       color_map {
>         [0.0 color rgb <0.88, 0.85,0.85> ] [0.05 color rgb <0.80, 0.75,
> 0.75> ]
>         [0.25 color rgbf 1] [1.001 color rgbf 1] }
>       scale <6, 1, 6> scale SkyScale
>     }
>     rotate <clock*240, -clock*320, clock*180>
>   #end
> }
>
> //End Spider 1
>
> // Lone Shepherd's part {Mike Metheny}
> // A shuriken; transparent parts shown to show sort of a motion blur.  Would
> add more but that would seriously increase render time :0
>
> #declare star =
>         merge{
>                 difference{
>                         prism {
>                                 conic_sweep
>                                 linear_spline
>                                 .95, // sweep the following shape from here
> ...
>                                 1, // ... up through here
>                                 9, // the number of points making up the
> shape ...
>                                 <0,3>, <.75,.75>, <3,0>, <.75,-.75>,
> <0, -3>, <-.75,-.75>, <-3,0>, <-.75,.75>,<0,3>
>                                 translate<0,-1,0>
>
>                                }
>                        cylinder{<0,-4,0>,<0,4,0>,.5}
>                          }
>                 difference{
>                         prism {
>                                 conic_sweep
>                                 linear_spline
>                                 .95, // sweep the following shape from here
> ...
>                                 1, // ... up through here
>                                 9, // the number of points making up the
> shape ...
>                                 <0,3>, <.75,.75>, <3,0>, <.75,-.75>,
> <0, -3>, <-.75,-.75>, <-3,0>, <-.75,.75>,<0,3>
>
>                                 rotate <180,0,0>
>                                 translate <0,1,0>
>                                }
>                        cylinder{<0,-4,0>,<0,4,0>,.5}
>                          }
>
>                  torus{.5,.05}
>                  }
>
> #declare bozotext1 =
>
> texture {
>       pigment {
>         bozo
>         color_map {
>           [0.00 color rgb<0.184314,0.309804,0.184314>]
>       [0.33 color rgb 0]
>       [0.66 color rgb<0.55,0.47, 0.14>]
>       [1.00 color rgb .5]
>
>         }
>         turbulence 3
>         scale <3,.8,.8>*1.3
>         rotate <5,10,30>
>       }
>    finish { phong .4 reflection .5 metallic}
>
>    }
>
> #declare startrail =
> union{       //transparent stars
> #declare B=1;
> #while (B<5)
> #declare bozotext2 =
> texture {
>       pigment {
>         bozo
>         color_map {
>           [0.00 color rgbt<0.184314,0.309804,0.184314,1-.2*B>]
>       [0.33 color rgbt <0,0,0,1-.02*B>]
>       [0.66 color rgbt<0.55,0.47, 0.14,1-.2*B>]
>       [1.00 color rgbt <.5,.5,.5,1-.2*B>]
>
>         }
>         turbulence 3
>         scale <3,.8,.8>*1.3
>         rotate <5,10,30>
>       }
>    finish { phong .4 reflection .5 metallic}
>
>    }
>
> object{star texture{bozotext2} scale 2 rotate<100,10,(5*B)-15> translate
> <-75+2*B,25-4*B,-33-8*B>}
> #declare B=B+1; #end
> }
> object{star texture{bozotext1}  scale 2 rotate <100,10,-5> translate  <-65,
> 5, -73>}
> object{startrail}
>
> //End Lone Shepherd (Mike Metheny) part

--
 george erhard
 microsoft certified system engineer
 http://home.pacbell.net/dcnblues

 remove "nospam" from domain when replying


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From: george erhard
Subject: Re: a little game
Date: 10 Jan 1999 19:17:53
Message: <3699438F.4263A12C@pacbell.net>
OK, done.  Included is the source for this and a small file to make the
heightfield.  Render it separately (160x100 no AA works great) and put the image
it makes in your Include path.

But, y'all knew that already...

I probably 'broke the rules' by making this two files instead of one, but then
again, this is pretty freeform! ":)

// Desc: "A Little Game"
// Date:  1/10/98
// Auth:  (gemelli started it...)

camera {
     location <-100, 10, -100>
     sky <0, 1, 0>
     look_at <0, 0, 0>
     }

light_source {
     <-1000, 800, -2000>
     color rgb<1, 1, 1>
}

plane {
     <0, 1, 0>, 0
     pigment {
          color rgb<1, 1, 1>
     }
}

//bobs part one
#declare C=1;
#while (C<9)
sphere {0,1
pigment {rgb C/10 filter C/9}
  normal {waves .4 turbulence .2 scale .1 phase clock}
  finish {ambient .6-(C/11) diffuse .2+(C/15) specular .6 roughness .01
reflection .25
   irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
  interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
scale <C/3,C/4,C/5>*7 rotate C*45*y rotate clock*360*y
  translate <3,5,-7>*4
}
#declare C=C+1;
#end

//bobs part one

//Johannes' part 1
union {
  superellipsoid { <0.1, 0.1> }
  superellipsoid { <1.0, 0.1> translate  0.93*y }
  superellipsoid { <1.0, 0.1> translate  0.93*x }
  material{

    texture{

      pigment { color rgb <0.8, 0.0, 0.0> }
      finish {
        ambient 0.2
        diffuse 0.3
        brilliance 0.099
        phong 1.0
        phong_size 4.3
        specular 0.22
        roughness 0.001
      }
    }
  }
  scale <2.5, 2.5, 1.25>
  rotate <0, 0, 45>
  translate  <-80, 3.3, -70>
}
//End Johannes' part 1

// Start Ken 3of3
  #declare Obelisk =
  intersection{intersection{intersection{
  plane{x,0 rotate  5*z translate 9*x }
  plane{x,0 rotate  5*z translate 9*x rotate  90*y }
  plane{x,0 rotate  5*z translate 9*x rotate 180*y }
  plane{x,0 rotate  5*z translate 8*x rotate 270*y}}
  plane{x,0 rotate 30*z translate 5*x translate 60*y}
  plane{x,0 rotate 30*z translate 5*x translate 60*y rotate  90*y}
  plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 180*y}
  plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 270*y}
  plane{y,0 inverse}}
  cylinder{z*-10,z*10,6 scale<1,1.75,1>inverse pigment{rgb 0}}}

  #declare OBTex =
  texture{pigment{granite turbulence 5 color_map{
  [.25 rgb<.70,.67,.64>][.50 rgb<.65,.63,.59>]
  [.75 rgb<.70,.67,.64>][1.0 rgb<.65,.63,.59>]}}
  finish{ambient .4 diffuse .35}}

  #declare Obelisk_Set =
  union{
  object{Obelisk scale<1.5,1.25,1>translate<-100,0,50>texture{OBTex scale
10}}
  object{Obelisk scale<1.5,1.25,1>translate< 100,0,50>texture{OBTex scale
10}}}

  union{
  #declare A = 0;
  #while  (A<10)
  object{Obelisk_Set translate 250*z*A}
  #declare A=A+1; #end rotate 45*y}

  fog{distance 150 color rgb<.70,.67,.63>fog_type 2 fog_offset 15 fog_alt 1}
// End Ken 3of3



//Spider's part one .
//I decided the scene needed a sky.. I had planned on adding some mountains
// in the bkg, but I didn't have my HF's left.. (damned)
//The sky is very fuzzy and carootnish, a bit dark, but I like it...
//If there is space later, I have a #declare foor a minor wood.... (Hmm...
// 24 trees, *48 (Gnarled trees.))

#declare fast=false; //Set this to true to remove some skies. (Good for speed)
#declare SkyOut = 20000; //outer
#declare SkyIn = 15000; //inner
#declare SkyScale = 270; //The scale.
sphere { //Sky layer 1
  <0,0,0>,SkyOut
  hollow
  #if(fast=true) pigment { colour red 1 } #else
    pigment {
      bozo
      turbulence <0.70,0.4,0.7>
      octaves 3 omega 1/6 lambda 2.5
      color_map {
        [0.0 color rgb <0.850, 0.700, 0.750> ] [0.1 color rgb <0.550, 0.600,
0.650> ]
        [0.5 color rgb <0.184, 0.184, 0.309> ] [1.0 color rgb <0.100, 0.100,
0.200> ]  }
      scale <3, 1, 3> scale SkyScale
    }
    rotate <clock*360, -clock*240, clock*120>
  #end
}

sphere { //Sky layer 2
  <0,0,0>, SkyIn
  hollow
  #if(fast=true) pigment { colour red 1 } #else
    pigment {
      bozo
      turbulence 0.65 octaves 3 omega 1/6 lambda 2.5
      color_map {
        [0.0 color rgb <0.88, 0.85,0.85> ] [0.05 color rgb <0.80, 0.75,
0.75> ]
        [0.25 color rgbf 1] [1.001 color rgbf 1] }
      scale <6, 1, 6> scale SkyScale
    }
    rotate <clock*240, -clock*320, clock*180>
  #end
}

//End Spider 1

// Lone Shepherd's part {Mike Metheny}
// A shuriken; transparent parts shown to show sort of a motion blur.  Would
// add more but that would seriously increase render time :0

#declare star =
        merge{
                difference{
                        prism {
                                conic_sweep
                                linear_spline
                                .95, // sweep the following shape from here...
                                1, // ... up through here
                                9, // the number of points making up the shape
...
                                <0,3>, <.75,.75>, <3,0>, <.75,-.75>,
<0, -3>, <-.75,-.75>, <-3,0>, <-.75,.75>,<0,3>
                                translate<0,-1,0>

                               }
                       cylinder{<0,-4,0>,<0,4,0>,.5}
                         }
                difference{
                        prism {
                                conic_sweep
                                linear_spline
                                .95, // sweep the following shape from here...
                                1, // ... up through here
                                9, // the number of points making up the shape
...
                                <0,3>, <.75,.75>, <3,0>, <.75,-.75>,
<0, -3>, <-.75,-.75>, <-3,0>, <-.75,.75>,<0,3>

                                rotate <180,0,0>
                                translate <0,1,0>
                               }
                       cylinder{<0,-4,0>,<0,4,0>,.5}
                         }

                 torus{.5,.05}
                 }

#declare bozotext1 =

texture {
      pigment {
        bozo
        color_map {
          [0.00 color rgb<0.184314,0.309804,0.184314>]
      [0.33 color rgb 0]
      [0.66 color rgb<0.55,0.47, 0.14>]
      [1.00 color rgb .5]

        }
        turbulence 3
        scale <3,.8,.8>*1.3
        rotate <5,10,30>
      }
   finish { phong .4 reflection .5 metallic}

   }


#declare startrail =
union{       //transparent stars
#declare B=1;
#while (B<5)
#declare bozotext2 =
texture {
      pigment {
        bozo
        color_map {
          [0.00 color rgbt<0.184314,0.309804,0.184314,1-.2*B>]
      [0.33 color rgbt <0,0,0,1-.02*B>]
      [0.66 color rgbt<0.55,0.47, 0.14,1-.2*B>]
      [1.00 color rgbt <.5,.5,.5,1-.2*B>]

        }
        turbulence 3
        scale <3,.8,.8>*1.3
        rotate <5,10,30>
      }
   finish { phong .4 reflection .5 metallic}

   }

object{star texture{bozotext2} scale 2 rotate<100,10,(5*B)-15> translate
<-75+2*B,25-4*B,-33-8*B>}
#declare B=B+1; #end
}
object{star texture{bozotext1}  scale 2 rotate <100,10,-5> translate  <-65,
5, -73>}
object{startrail}

//End Lone Shepherd (Mike Metheny) part

// begin DcnBlues contribution (george erhard)
// sort of hexagonal thing to fill up the space in the right front corner...

height_field
{
  tga
  "hexplane.tga"     // source posted after this source, render seperately!
    texture {
    pigment { rgb <0.658824, 0.658824, 0.658824> }
    finish {
        ambient 0.3
        diffuse 0.7
        reflection 0.15
        brilliance 8
        specular 0.8
        roughness 0.1
        }
    normal {
        bumps -0.5
        scale <1, 0.001, 0.001>
        }
}

     scale <25, 3, 25>

     translate  <-95, 0, -115>

}
    // End dcnblues contribution... such as it was!  :)

// END "LITTLEGAME"Source


// HEIGHT-FIELD GENERATOR FILE -- render this seperately!

plane
{
  z, // backplane
  7.5 // move it a little ways away
  pigment {
        hexagon
        color rgb 1
        color rgb 0.5
        color rgb 0
        rotate 90*x
        }
  finish {ambient 1  diffuse 0} // look ma, no lights needed!

}

--
 george erhard
 microsoft certified system engineer
 http://home.pacbell.net/dcnblues

 remove "nospam" from domain when replying via e-mail


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From: Spider
Subject: Re: a little game
Date: 10 Jan 1999 21:14:24
Message: <36995DA5.D310F145@bahnhof.se>
let me ask here...
Are we allowed to add again ???
Just wondering, having a few ideas... *grin*

//Spider


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From: Stephen Lavedas
Subject: Re: a little game
Date: 10 Jan 1999 22:10:59
Message: <36996BC5.3BB74528@virginia.edu>
I have the file now... bbiab..:))

Steve


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From: Stephen Lavedas
Subject: Re: a little game
Date: 11 Jan 1999 00:49:44
Message: <369990F8.89541F1A@virginia.edu>
I am also finished.  Here is the source (again, detatch the heightfield
source and render separately I did it at 320x240 no AA)

Steve

// Desc: "A Little Game"
// Date:  1/10/98
// Auth:  (gemelli started it...)

camera {
     location <-100, 10, -100>
     sky <0, 1, 0>
     look_at <0, 0, 0>
     }

light_source {
     <-1000, 800, -2000>
     color rgb<1, 1, 1>
}

plane {
     <0, 1, 0>, 0
     pigment {
          color rgb<1, 1, 1>
     }
}

//bobs part one
#declare C=1;
#while (C<9)
sphere {0,1
pigment {rgb C/10 filter C/9}
  normal {waves .4 turbulence .2 scale .1 phase clock}
  finish {ambient .6-(C/11) diffuse .2+(C/15) specular .6 roughness .01
reflection .25
   irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
  interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
scale <C/3,C/4,C/5>*7 rotate C*45*y rotate clock*360*y
  translate <3,5,-7>*4
}
#declare C=C+1;
#end

//bobs part one

//Johannes' part 1
union {
  superellipsoid { <0.1, 0.1> }
  superellipsoid { <1.0, 0.1> translate  0.93*y }
  superellipsoid { <1.0, 0.1> translate  0.93*x }
  material{

    texture{

      pigment { color rgb <0.8, 0.0, 0.0> }
      finish {
        ambient 0.2
        diffuse 0.3
        brilliance 0.099
        phong 1.0
        phong_size 4.3
        specular 0.22
        roughness 0.001
      }
    }
  }
  scale <2.5, 2.5, 1.25>
  rotate <0, 0, 45>
  translate  <-80, 3.3, -70>
}
//End Johannes' part 1

// Start Ken 3of3
  #declare Obelisk =
  intersection{intersection{intersection{
  plane{x,0 rotate  5*z translate 9*x }
  plane{x,0 rotate  5*z translate 9*x rotate  90*y }
  plane{x,0 rotate  5*z translate 9*x rotate 180*y }
  plane{x,0 rotate  5*z translate 8*x rotate 270*y}}
  plane{x,0 rotate 30*z translate 5*x translate 60*y}
  plane{x,0 rotate 30*z translate 5*x translate 60*y rotate  90*y}
  plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 180*y}
  plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 270*y}
  plane{y,0 inverse}}
  cylinder{z*-10,z*10,6 scale<1,1.75,1>inverse pigment{rgb 0}}}

  #declare OBTex =
  texture{pigment{granite turbulence 5 color_map{
  [.25 rgb<.70,.67,.64>][.50 rgb<.65,.63,.59>]
  [.75 rgb<.70,.67,.64>][1.0 rgb<.65,.63,.59>]}}
  finish{ambient .4 diffuse .35}}

  #declare Obelisk_Set =
  union{
  object{Obelisk scale<1.5,1.25,1>translate<-100,0,50>texture{OBTex
scale 10}}
  object{Obelisk scale<1.5,1.25,1>translate< 100,0,50>texture{OBTex
scale 10}}}

  union{
  #declare A = 0;
  #while  (A<10)
     object{Obelisk_Set translate 250*z*A}
     #declare A=A+1; 
  #end 
  rotate 45*y}
  fog{distance 150 color rgb<.70,.67,.63>fog_type 2 fog_offset 15
fog_alt 1}
// End Ken 3of3



//Spider's part one .
//I decided the scene needed a sky.. I had planned on adding some
mountains
// in the bkg, but I didn't have my HF's left.. (damned)
//The sky is very fuzzy and carootnish, a bit dark, but I like it...
//If there is space later, I have a #declare foor a minor wood....
(Hmm...
// 24 trees, *48 (Gnarled trees.))

#declare fast=false; //Set this to true to remove some skies. (Good for
speed)
#declare SkyOut = 20000; //outer
#declare SkyIn = 15000; //inner
#declare SkyScale = 270; //The scale.
sphere { //Sky layer 1
  <0,0,0>,SkyOut
  hollow
  #if(fast=true) pigment { colour red 1 } #else
    pigment {
      bozo
      turbulence <0.70,0.4,0.7>
      octaves 3 omega 1/6 lambda 2.5
      color_map {
        [0.0 color rgb <0.850, 0.700, 0.750> ] [0.1 color rgb <0.550,
0.600,
0.650> ]
        [0.5 color rgb <0.184, 0.184, 0.309> ] [1.0 color rgb <0.100,
0.100,
0.200> ]  }
      scale <3, 1, 3> scale SkyScale
    }
    rotate <clock*360, -clock*240, clock*120>
  #end
}

sphere { //Sky layer 2
  <0,0,0>, SkyIn
  hollow
  #if(fast=true) pigment { colour red 1 } #else
    pigment {
      bozo
      turbulence 0.65 octaves 3 omega 1/6 lambda 2.5
      color_map {
        [0.0 color rgb <0.88, 0.85,0.85> ] [0.05 color rgb <0.80, 0.75,
0.75> ]
        [0.25 color rgbf 1] [1.001 color rgbf 1] }
      scale <6, 1, 6> scale SkyScale
    }
    rotate <clock*240, -clock*320, clock*180>
  #end
}

//End Spider 1

// Lone Shepherd's part {Mike Metheny}
// A shuriken; transparent parts shown to show sort of a motion blur. 
Would
// add more but that would seriously increase render time :0

#declare star =
        merge{
                difference{
                        prism {
                                conic_sweep
                                linear_spline
                                .95, // sweep the following shape from
here...
                                1, // ... up through here
                                9, // the number of points making up the
shape...
                                <0,3>, <.75,.75>, <3,0>, <.75,-.75>,
<0, -3>, <-.75,-.75>, <-3,0>, <-.75,.75>,<0,3>
                                translate<0,-1,0>

                               }
                       cylinder{<0,-4,0>,<0,4,0>,.5}
                         }
                difference{
                        prism {
                                conic_sweep
                                linear_spline
                                .95, // sweep the following shape from
here...
                                1, // ... up through here
                                9, // the number of points making up the
shape...
                                <0,3>, <.75,.75>, <3,0>, <.75,-.75>,
<0, -3>, <-.75,-.75>, <-3,0>, <-.75,.75>,<0,3>

                                rotate <180,0,0>
                                translate <0,1,0>
                               }
                       cylinder{<0,-4,0>,<0,4,0>,.5}
                         }

                 torus{.5,.05}
                 }

#declare bozotext1 =

texture {
      pigment {
        bozo
        color_map {
          [0.00 color rgb<0.184314,0.309804,0.184314>]
      [0.33 color rgb 0]
      [0.66 color rgb<0.55,0.47, 0.14>]
      [1.00 color rgb .5]

        }
        turbulence 3
        scale <3,.8,.8>*1.3
        rotate <5,10,30>
      }
   finish { phong .4 reflection .5 metallic}

   }


#declare startrail =
union{       //transparent stars
#declare B=1;
#while (B<5)
#declare bozotext2 =
texture {
      pigment {
        bozo
        color_map {
          [0.00 color rgbt<0.184314,0.309804,0.184314,1-.2*B>]
      [0.33 color rgbt <0,0,0,1-.02*B>]
      [0.66 color rgbt<0.55,0.47, 0.14,1-.2*B>]
      [1.00 color rgbt <.5,.5,.5,1-.2*B>]

        }
        turbulence 3
        scale <3,.8,.8>*1.3
        rotate <5,10,30>
      }
   finish { phong .4 reflection .5 metallic}

   }

object{star texture{bozotext2} scale 2 rotate<100,10,(5*B)-15> translate
<-75+2*B,25-4*B,-33-8*B>}
#declare B=B+1; #end
}
object{star texture{bozotext1}  scale 2 rotate <100,10,-5> translate 
<-65,
5, -73>}
object{startrail}

//End Lone Shepherd (Mike Metheny) part

// begin DcnBlues contribution (george erhard)
// sort of hexagonal thing to fill up the space in the right front
corner...

height_field
{
  tga
  "hexplane.tga"     // source posted after this source, render
seperately!
    texture {
    pigment { rgb <0.658824, 0.658824, 0.658824> }
    finish {
        ambient 0.3
        diffuse 0.7
        reflection 0.15
        brilliance 8
        specular 0.8
        roughness 0.1
        }
    normal {
        bumps -0.5
        scale <1, 0.001, 0.001>
        }
}

     scale <25, 3, 25>

     translate  <-95, 0, -115>

}
    // End dcnblues contribution... such as it was!  :)

//Begin Steve's Contribution.  
//I know it is really ugly code, but it is an old formula that I
modified
//to fit the situation.  (It took me awhile to figure out what i wanted
to add)
#declare Element=sphere{<0,0,0>, 0.5}
#declare Side = 135.0;
#declare Angle = ((12-2)/12)*pi;
#declare a = 0.0;
#declare b = 0.0;
#declare c=1.0;
#while (c<=12)
       #declare Point = <a,0,b>;
       #declare a = a+Side*sin((pi/2)-(2*pi-Angle));
       #declare b = b+Side*sin(2*pi-Angle);
       #declare Angle = Angle + ((12-2)/12)*pi;
       object{
              Element
              translate Point
               pigment {rgb <1,0,0>}
               finish {
                       ambient 0.2
                       diffuse 0.3
                       specular 0.8
                       reflection 0.7
                       roughness 0.0001
                       metallic
                      }
              }
       #declare c=c+1;
#end
#declare c=1.0;
#declare Angle = ((12-2)/12)*pi;
#declare a = 0.0;
#declare b = 0.0;
#while (c<=12)
       #declare Point = <a,0,b>;
       #declare a = a+Side*sin((pi/2)-(2*pi-Angle));
       #declare b = b+Side*sin(2*pi-Angle);          
       #declare Angle = Angle + ((12-2)/12)*pi;
       #declare d=c;
       #declare a2=a;
       #declare b2=b;
       #declare Angle2=Angle;
       #while (d<12)
              #declare Point2 = <a2,0, b2>;
              #declare a2 = a2+Side*sin((pi/2)-(2*pi-Angle2));
              #declare b2 = b2+Side*sin(2*pi-Angle2);
              #declare Angle2 = Angle2 + ((12-2)/12)*pi;
              cylinder{Point, Point2 ,0.5
                       pigment {rgb <1,0,0>}
                       finish {
                              ambient 0.1
                              diffuse 0.2
                              specular 1
                              reflection 0.8
                              roughness 0.0001
                              metallic
                              }
                      }
              #declare d=d+1;
       #end
       #declare c=c+1;
#end
//END Steve's section


// END "LITTLEGAME"Source


// HEIGHT-FIELD GENERATOR FILE -- render this seperately!

plane
{
  z, // backplane
  7.5 // move it a little ways away
  pigment {
        hexagon
        color rgb 1
        color rgb 0.5
        color rgb 0
        rotate 90*x
        }
  finish {ambient 1  diffuse 0} // look ma, no lights needed!

}


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From: gemelli david
Subject: Re: a little game
Date: 11 Jan 1999 04:04:22
Message: <3699BE5C.E9462BBA@imerir.asso.fr>
I think there's no problem !
Go ! Go ! Go !

                        David GEMELLI



> let me ask here...
> Are we allowed to add again ???
> Just wondering, having a few ideas... *grin*
>
> //Spider


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From: Alex McMurray
Subject: Re: a little game (Bob Hughes)
Date: 11 Jan 1999 15:44:01
Message: <3697F61A.F3E07FBF@melbpc.org.au>
Bob Hughes wrote:

> //bobs part one
> <snip>
> reflection .25
>    irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
>   interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
>

Hi Bob.

    I am having trouble rendering your part of A Little Game.
    POV-Ray stops during parsing with an error message to the affect that
    "Interior" is an unknown command.
    I am using POV-Ray 3.01, and I could not find it in the POV-Ray help files.

Regards Alex

  ,-._|\  Alex McMurray
 /  Oz  \ ale### [at] melbpcorgau               Melbourne PC User Group.
 \_,--.x/ P.O. Box 215 Melton. Vic.  3337                     Australia
       v


Post a reply to this message

From: Ken
Subject: Re: a little game (Bob Hughes)
Date: 11 Jan 1999 15:51:27
Message: <369A63D4.B92672EB@pacbell.net>
Alex McMurray wrote:

> Bob Hughes wrote:
>
> > //bobs part one
> > <snip>
> > reflection .25
> >    irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
> >   interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
> >
>
> Hi Bob.
>
>     I am having trouble rendering your part of A Little Game.
>     POV-Ray stops during parsing with an error message to the affect that
>     "Interior" is an unknown command.
>     I am using POV-Ray 3.01, and I could not find it in the POV-Ray help files.
>
> Regards Alex
>
>   ,-._|\  Alex McMurray
>  /  Oz  \ ale### [at] melbpcorgau               Melbourne PC User Group.
>  \_,--.x/ P.O. Box 215 Melton. Vic.  3337                     Australia
>        v

  Interior is a new function of Pov v3.1. You should consider upgrading
to the most recent version as it has many new and very useful features.
To get past this for now just comment out the interior statement.
Move what you can into the finish statement to render the scene with
your additions and then remove them afterwards to repost the scene
here.

I presume this will be acceptable with the rest of the participants as
well. Most everyone else is already usin g v3.1 so it shoudn't cause
anyone else problems. Remeber that if your object uses halo's
or atmoshphere it won't work for people using v3.1 as these features
have been discontinued.

Ken Tyler


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