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Here it is.
Not attached, sorry.
//Spider
#declare EndY = 2000;
#declare EndX = 1500;
#declare Drops = 625;
#declare Multi = 1;
global_settings {
assumed_gamma 1.0
max_trace_level Drops*10 //Ridiculously high....
}
camera {
location <0.0, -100, -3*EndX>
direction 1*z
right 4/3*x
look_at <0.0, 0, 0.0>
}
#declare M_Good =
material {
interior { ior 1.35 }
texture {
pigment { rgbf <.8, .3, .8, .9> }
finish { ambient <.3, -.3, .3> diffuse 0.5 }
}
}
#declare M_solid = material{texture{pigment{rgb<.8,.3,.8>}}}
#declare drop = sphere{<0,0,0>,4*Multi}
union {
#local InvFact = 1.2;
#local DropsInv = InvFact/Drops;
#local s1 = seed(666);
#local s2 = seed(777);
#local Amount = 25*Multi; //Change 25 for a diffrent spacing of the objects. Try up
to
60. Haven't tried higher.
#local N = 0;
#while(N<=InvFact)
#local TransY = log(N+0.5)*EndY; //<---Log.
#local LoopX = N*EndX; //<--- Linear
#while(LoopX>0) //This is for spacing, the higher, the more objects.
#local TransX = LoopX + ((rand(s1)-0.5)/(Drops*0.6*EndX));
object {
drop
translate <TransX, TransY, 0>
rotate <0,(rand(s2)*360)+(rand(s2)*360),0> //Comment this out to get the
simple
2D curve.
}
#local LoopX=LoopX-Amount;
#end
#declare N=N+DropsInv;
#end
material{M_Good}
// material{M_solid} //A solid one. Esp. good in 2D.
translate <0,-log(0.5)*EndY,0>
translate <0,-.5*EndY,0> //Center it ok.
}
light_source { //Shine through them,make a nice image on the plane.
<0,-EndY,0>
color rgb <1,1,1>
fade_distance EndY/2
fade_power 2
}
plane { -y, -(EndY*2) pigment { colour rgb <1,1,1> } finish { ambient 0 diffuse 1} }
//Well, a comparsion, and a good view.
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