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A little unsure of how to continue the formatting of this scene, so I'm
going to just add it in new again. Might be troubles encountered with
multiple posts of this thing at about the same time, which will cause
dropping out of scene code on occasion.
//BEGIN my change
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
//END my change
gemelli david wrote:
>
> Hi,
> a few days ago, I posted an image called "foggy scene" in
> binaries.images
> and received very good suggestions. The problem is, I am not able to
> make
> everything, because:
> - there are a lot of things I am not good enough to do.
> - my computer is very slow (486DX2-66 8Mo).
> This gave me an idea, I don't know if it has been tried before (you did
> it
> with a poem I don't remember when):
> I posted an 'empty' scene, just a white floor, a camera and a light in
> scenes-text and the resulting image (very short !) in binaries.image
> with
> the name "a little game".
> What I suggest is that anyone who has an idea, take the source, post a
> message telling he is working on it and when it will be finished then
> post
> the results to the different groups (image and source).
> The main idea is that you can add what you want, even if it bears no
> relation
> to (I took this expression from my French/English dictionary, so ?) the
> rest
> of the scene or if it is a new part of an existing object, but you can't
>
> modify something that was already done. It may be preferable that the
> thing
> you add is a little/simple thing or a part of something.
> I am curious to see what can be resulting of this !
> Please tell me if you find this stupid or useless, maybe I am the only
> one to
> think it should be funny ?
>
> David GEMELLI
>
> ------------------------------------------------------------------------
> // OK, that's it. The White plane is all yours
> // Feel free to add any comments you want !
>
> 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>
> }
> }
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
Post a reply to this message
Attachments:
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I "checked out" the scene. Please don't change it. I'll check it back in
soon, with my added object.
Johannes.
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And here the scenefile after my addition...
Johannes
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
Post a reply to this message
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Johannes Hubert wrote:
> And here the scenefile after my addition...
>
> Johannes
HEY !! Mr. Tyler has it. It shall return.
--
Ken Tyler
tyl### [at] pacbell net
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Hello..
I'll be waiting for it, I think I have something.. (Prepare for RENDER time...)
//Spider
Ken wrote:
>
> Johannes Hubert wrote:
>
> > And here the scenefile after my addition...
> >
> > Johannes
>
> HEY !! Mr. Tyler has it. It shall return.
>
> --
> Ken Tyler
>
> tyl### [at] pacbell net
Post a reply to this message
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Ken wrote:
> HEY !! Mr. Tyler has it. It shall return.
It returneth.
Next person !
--
Ken Tyler
tyl### [at] pacbell net
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
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I'm at it.
//Spider
Ken wrote:
>
> Ken wrote:
> > HEY !! Mr. Tyler has it. It shall return.
>
> It returneth.
>
> Next person !
>
> --
> Ken Tyler
>
> tyl### [at] pacbell net
>
> 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
Post a reply to this message
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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
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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
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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
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Okay in that case I got it
Mike Metheny
lon### [at] vt edu
http://loneshepherd.ml.org/
"When one's words are no better than silence, one should keep silent."
Post a reply to this message
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Here's my part. Ack sorry I posted the image here too. (In the above post).
Mike Metheny
lon### [at] vt edu
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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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] vt edu
> 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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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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let me ask here...
Are we allowed to add again ???
Just wondering, having a few ideas... *grin*
//Spider
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I have the file now... bbiab..:))
Steve
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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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I think there's no problem !
Go ! Go ! Go !
David GEMELLI
Spider a écrit:
> let me ask here...
> Are we allowed to add again ???
> Just wondering, having a few ideas... *grin*
>
> //Spider
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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] melbpc org au Melbourne PC User Group.
\_,--.x/ P.O. Box 215 Melton. Vic. 3337 Australia
v
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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] melbpc org au 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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Stephen Lavedas wrote:
> union{
> #declare A = 0;
> #while (A<10)
> object{Obelisk_Set translate 250*z*A}
> #declare A=A+1;
> #end
> rotate 45*y}
Hey who indented my while loop ? Stephen was that you ? Just couldn't
stand it could you :)
Ken Tyler
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Might have been me.
I happened to indent all the file, until I re-read it, and realised it said, DON'T
change
others work... Well, I make mistakes :-)
//Spider
Ken wrote:
>
> Stephen Lavedas wrote:
>
> > union{
> > #declare A = 0;
> > #while (A<10)
> > object{Obelisk_Set translate 250*z*A}
> > #declare A=A+1;
> > #end
> > rotate 45*y}
>
> Hey who indented my while loop ? Stephen was that you ? Just couldn't
> stand it could you :)
>
> Ken Tyler
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I confess. I was running through the code fixing the mailer line breaks
and I couldn't help myself. Please forgive me:)
Steve
Ken wrote:
>
> Stephen Lavedas wrote:
>
> > union{
> > #declare A = 0;
> > #while (A<10)
> > object{Obelisk_Set translate 250*z*A}
> > #declare A=A+1;
> > #end
> > rotate 45*y}
>
> Hey who indented my while loop ? Stephen was that you ? Just couldn't
> stand it could you :)
>
> Ken Tyler
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Hello George
I've been following "a little game" as I think it is a great way to discover
PoVRay.
All was fine untill Your extra file I have aftermuch head scratching enabled
my win95 version to output *.tga files. But I still get an error message
saying 'Illegal character in input file, value is 2' !!!
Can any body enlighten me as to what I have missed or done wrong?
Am new to this program and am in awe .
I hope to contribute when I feel less humbled.
ross williams
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The first thing I would check is to make sure the lines haven't been
wrapped until they aren't commented out anymore (I know for a fact it
happened to my code). Also, you don't say exactly, but make sure that
you are removing the heightfield code from the source and making it into
a new source file. If you can't get it to work, email me and I'll send
you my version with the files separated and working (no line wrap
problems)
Steve
Ross Williams wrote:
>
> Hello George
>
> I've been following "a little game" as I think it is a great way to discover
> PoVRay.
> All was fine untill Your extra file I have aftermuch head scratching enabled
> my win95 version to output *.tga files. But I still get an error message
> saying 'Illegal character in input file, value is 2' !!!
>
> Can any body enlighten me as to what I have missed or done wrong?
>
> Am new to this program and am in awe .
> I hope to contribute when I feel less humbled.
>
> ross williams
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Wow. Here I've been so distracted by WORK that I haven't kept up with this. Me
bad.
Um.. what Steve said. Problem with these newsreaders is, they tend to wrap long
lines, which will FUBAR the code very efficiently. Also, I broke the rules (what
rules? :) by adding in a secondary file to generate the heightfield... but then
again, people are doing that all the time with POV. Get used to it. :)
Oh, also, it doesn't matter if your system can't interpret a TGA file directly, it
doesn't have to. If you tell POV that the HF source is TGA format, it will handle
it.
Stephen Lavedas wrote:
> The first thing I would check is to make sure the lines haven't been
> wrapped until they aren't commented out anymore (I know for a fact it
> happened to my code). Also, you don't say exactly, but make sure that
> you are removing the heightfield code from the source and making it into
> a new source file. If you can't get it to work, email me and I'll send
> you my version with the files separated and working (no line wrap
> problems)
>
> Steve
>
> Ross Williams wrote:
> >
> > Hello George
> >
> > I've been following "a little game" as I think it is a great way to discover
> > PoVRay.
> > All was fine untill Your extra file I have aftermuch head scratching enabled
> > my win95 version to output *.tga files. But I still get an error message
> > saying 'Illegal character in input file, value is 2' !!!
> >
> > Can any body enlighten me as to what I have missed or done wrong?
> >
> > Am new to this program and am in awe .
> > I hope to contribute when I feel less humbled.
> >
> > ross williams
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In article <370B127F.BD267967@imerir.asso.fr>, gemelli david <gem### [at] imerir asso fr>
wrote:
>I posted an 'empty' scene, just a white floor, a camera and a light in
>scenes-text and the resulting image (very short !) in binaries.image
>with
>the name "a little game".
>What I suggest is that anyone who has an idea, take the source, post a
>message telling he is working on it and when it will be finished then
>post
>the results to the different groups (image and source).
>The main idea is that you can add what you want, even if it bears no
>relation
This is like the continuing stories (they will start one up once in a while in
the interactive fiction newsgroups). You may start something that could be
done as a monthly project. Obviously some additional rules (based on some
things I've seen) would have to be setup, like limiting either features or
versions of POV to use (i.e. 3.01 halos vs 3.1 media). Some limits on line
length or something might have to be done (that or move this to
povray.binaries.scenes).
PHIL
-----[ to reply, the domain name is "concentric.net" ]-----
Spelling mistakes brought to you courtesy of the
Allentown Public School System.
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