POV-Ray : Newsgroups : povray.text.scene-files : Re: a little game Server Time
29 Jul 2024 06:24:06 EDT (-0400)
  Re: a little game (Message 8 to 17 of 27)  
<<< Previous 7 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Spider
Subject: Re: a little game
Date: 8 Jan 1999 15:27:28
Message: <3696695A.22ED9A48@bahnhof.se>
Done..
Added a sky.
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


Post a reply to this message

From: Ken Cecka
Subject: Re: a little game
Date: 9 Jan 1999 00:37:27
Message: <3696EA0F.DC52CEEC@televar.com>
I'm going to add a bit, should be done in a few hours...

Spider wrote:

> Done..
> Added a sky.
> 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


Post a reply to this message

From: Ken Cecka
Subject: Re: a little game
Date: 9 Jan 1999 02:08:25
Message: <3696FF62.98333316@televar.com>
Ah, nevermind.  I'm tired and my additions are ending up too far away to see the
detail.

Ken Cecka wrote:

> I'm going to add a bit, should be done in a few hours...
>


Post a reply to this message

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."


Post a reply to this message

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


Post a reply to this message

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


Post a reply to this message

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


Post a reply to this message

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


Post a reply to this message

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


Post a reply to this message

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!

}


Post a reply to this message

<<< Previous 7 Messages Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.