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Well, I downloaded Netscape's newsreader. Microsoft's was freaking out.
Here's the code, in 3.1 format. Please notify me of any glitches in the
code.
//********************** Warning! Messy Code Ahead
**********************
camera{location<0,0,-25>look_at<0,0,0> angle 10 }
light_source{<100000,200000,-50000>,<1.2 1.2 1>}
light_source{<-100000,0,-50000>,<.2 .3 .4> shadowless}
//****************The sky:
background{rgb<.3 .5 .9>}
fog{rgb<.5 .7 1> distance 200 fog_type 2 fog_alt 5 fog_offset 0}
plane{y,100 pigment{bumps scale 170 translate z*190 turbulence 1
color_map{[0 rgb 1.5][1 rgbf<1 1 1 1>]}}normal{bumps .001}finish{diffuse
}no_shadow hollow}
plane{y,90 pigment{bumps scale 170 translate z*190 turbulence 1
color_map{[0 rgb .4][.8 rgbf<1 1 1 1>]}}normal{bumps .001}finish{diffuse
1}hollow}
//****************The Ground:
plane{y,-4 pigment{rgb 1}normal{granite 2 scale 5}hollow}
//****************The eye:
union{
//****************The white, iris and pupil:
blob{threshold 1
sphere{<0,0,0>,2,2}
sphere{<0,0,0>,.5,-.7 scale z*.7 translate z*-1}
texture{wood scale 2 texture_map{
[.16 pigment{rgb 0}] //*****************pupil
[.17 pigment{rgb<.47 .77 .47>}finish{specular .05 brilliance
.2}normal{granite .05 scale .2 sine_wave warp{black_hole<0,0,0>,.5
strength
4}}]
[.25 pigment{rgb<.5 .8 .5>}finish{specular .3 brilliance
.2}normal{granite
.05 scale<1,1,8> frequency 2 sine_wave
warp{black_hole<0,0,0>,.5 strength 4}}]
[.39 pigment{rgb<.5 .5 .4>}]
[.43 pigment{rgb .4}]
[.52 pigment{gradient z turbulence .25 translate z*.5 scale 1.5
color_map{[.3 rgb<1 .7 .7>][.5 rgb 1]}}finish{diffuse .8}]
}
}}
//******************The shiny, clear coating + lens. Also a proud
supporter
of Veins!
blob{threshold 1
sphere{<0,0,0>,2,2}
//sphere{<0,0,-1>,.5,.7}
sphere{<0,0,0>,.5,.7 scale z*.75 translate z*-.9}
texture{wood scale 2 texture_map{
[.36 pigment{rgbf<1 1 1 1>}finish{phong 1 phong_size 100 reflection .2}]
[.4 pigment{crackle ramp_wave turbulence .25 color_map{[0 rgbf<1 .9 .8
1>][.005 rgbf<1 1 1 1>]}
}finish{phong 1 phong_size 100 reflection .2}normal{granite .015 scale
.15
turbulence .5}]}}
interior{ior 1.1}
scale 1.011}
}
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Again, I apologize for my sarcasm. I appreciated your posting Samuel, I was
just being a wise guy. Very interesting code, after I reformatted it to my
own preferences.
And I'm anxiously awaiting the Fake/Real Caustics scene-file postings!
Samuel Benge <STB### [at] aolcom> wrote in message
news:376C712F.42631FF7@aol.com...
> Did I not warn you about the messy code? I know my code writing style
probably
> isn't all that great, but it is still readable by pov. By the way, if you
> guessed 1 for diffuse, your'e right.
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Ken <tyl### [at] pacbellnet> wrote:
: Actually his non indented code looks perfectly natural to me.
Did you even try to understand how the texture was done? If yes, how many
minutes did you spend on that?
Try the same thing with a properly indented code.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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