POV-Ray : Newsgroups : povray.text.scene-files : Re: Relatively evenly Arranged Flowers Server Time
1 Nov 2024 19:17:22 EDT (-0400)
  Re: Relatively evenly Arranged Flowers (Message 1 to 1 of 1)  
From: Bill DeWitt
Subject: Re: Relatively evenly Arranged Flowers
Date: 2 Aug 1999 16:23:27
Message: <37a5fe3f@news.povray.org>
David Heys <cel### [at] hotmailcom> wrote in message
news:37A5CE6D.E7DBFE79@hotmail.com...
> Oh, also. Care to post the code for that rock? Especially the texture.
Looks
> great. :{)
>

Sure, but it's nothing special... nor is it cleaned up... or commented...

////////////////////////////////////////////
//             The Image Mill             //
//           Pov-Ray Scene File           //
////////////////////////////////////////////
// File: Flowers135.pov                             //
// Vers: 3.1                              //
// Desc:                                  //
// Date:   080199                               //
// Auth: Bill DeWitt                                 //
////////////////////////////////////////////

////////////// Camera //////////////////////
camera {                                  //
        right      < -1.333, 0.0, 0.0 >   //
        up         <  0.0, 1.0, 0.0 >     //
        direction  <  0.0, 0.0, 1.0 >     //
        location   <  -2.0, 12.0, 30.0 >   //
        look_at    <  0.0, 0.0, 0.0 >     //
       }                                  //
////////////// end Camera //////////////////

global_settings{ number_of_waves 1 }

///////////////////////////////////

light_source
{
  0*x // light's position (translated below)
  color rgb 1.0  // light's color
  // <widthVector> <heightVector> nLightsWide mLightsHigh
  area_light
  < 18, 0, 0 > < 0, 0, 18 > // lights spread out across this distance (x *
z)
  6, 6                // total number of lights in grid (4x*4z = 16 lights)
  adaptive 3          // 0,1,2,3...
  jitter              // adds random softening of light
  translate < 40, 300, 90>   // <x y z> position of light
}



light_source { < 40, 300, 90>
                color rgb 0.50  shadowless }




#declare LAYERS = 11;
#declare Petals = LAYERS * 2;
#declare R1 = seed(234);


#declare H = 3;
#declare R = 1.9;
#declare Bluntness = 0.2;

#declare Ogive = lathe {
  cubic_spline
  6,
  <-((R*H)*Bluntness), (H/R)>,
  < 0, H>,
  < R, 0>,
  < 0.5, -(H/2)>,
  < 0, -(H+(H/3))>,
  <-R, -(H+(H))>
  normal { bumps .25 scale < 0.1, 1.0, 0.1 >  }
  scale < 0.2, 1.0, 1.0 >
  rotate < 10.0, 0.0, 0.0 >

 }

/////////////////////////////// union Ball /////////////
#declare Ball = union


#declare  ZEE = 0;
#while ( ZEE < 1 )
#declare  WHY = 0.0001;
#while ( WHY < 0.999 )

object { Ogive   scale 0.5+ZEE*0.5+ZEE
                pigment {rgb < 1-((ZEE*ZEE*ZEE)/2), (ZEE*ZEE)/2, 0.2 >}
                finish { ambient 0.5 }
                translate < 0, 12, 0 >
                rotate    < 0.0, 0.0, 115*(ZEE)+(10*rand(R1)) >
                rotate    < 0.0, 360*(WHY)+(10*rand(R1)), 0.0 >
        }/////

sphere { 0, 7.5 pigment { leopard color_map {
                                                [0.0 rgb < 0.7, 0.7, 0.5
>*0.75 ]
                                                [0.1 rgb < 0.3, 0.3, 0.1
>*0.75 ]
                                                [0.2 rgb < 0.3, 0.7, 0.1
>*0.75 ]
                                                [1.0 rgb < 0.3, 0.7, 0.1
>*0.75 ]

                                             } scale 0.25 rotate < 90.0,
0.0, 0.0 >
                                                }
                                                normal  { leopard 0.125
scale 0.25 rotate < 90.0, 0.0, 0.0 > }
                                                 }

#declare  WHY = WHY + (1/(int(sin(ZEE*pi)*Petals)));
#end

#declare  ZEE = ZEE + (1/(Petals/2));
#end



        }//end union Ball
/////////////////////////////////////////////////////////////


/////////////////////////////// union Ball /////////////
#declare HBall = union


#declare  ZEE = 0;
#while ( ZEE < 1 )
#declare  WHY = 0.0001;
#while ( WHY < 0.999 )

#declare TIP = transform{  translate < 0, 12, 0 >
                           rotate    < 0.0, 0.0, 90*(ZEE) >
                           rotate    < 0.0, 360*(WHY), 0.0 >
                         }

object { Ball scale 0.1250    scale < 1.0, 1.0, 1.0 >

          transform TIP

        }/////

#declare CTIP = < 0.0, 12.0, 0.0 >;
#declare CTIP = vrotate( CTIP,< 0.0, 0.0, 90*(ZEE) >);
#declare CTIP = vrotate( CTIP,< 0.0, 360*(WHY), 0.0 >);

////////////////  Cylinder  ///////////
cylinder {
  CTIP,
  < 0.0,-6, 0.0 >, 0.2

                  pigment { rgb < 0.3, 0.5, 0.0 > }
                  finish { ambient 0.5 }
                  normal { bumps .5 scale < 0.1, 5.0, 0.1 >
                           rotate < 0.0, 0.0, 90*(ZEE) >
                           rotate < 0.0, 360*(WHY), 0.0 >
                         }
   }//end Cylinder






#declare  WHY = WHY + (1/(int(sin(ZEE*pi)*LAYERS)));
#end

#declare  ZEE = ZEE + (1/(LAYERS/2));
#end



        }//end union Ball


/////////////////////////////// union Ball /////////////
#declare Bowl = union




blob
{

  threshold 0.6

  sphere { < 0.0, -6.0, 0>, 12, 1 scale < 1.5, 0.5, 1.0 > }
  sphere { < 5.0, -6.0, 0>,  7, 1 scale < 1.5, 0.5, 1.0 > }
  sphere { < 5.0, -6.0, 5>,  5, 1 scale < 1.5, 0.5, 1.0 > }
  sphere { < 5.0, -6.0, 8>,  3, 1 scale < 1.5, 0.5, 1.0 > }

#declare  ZEE = 0;
#while ( ZEE < 1 )
#declare  WHY = 0.0001;
#while ( WHY < 0.999 )

#declare CTIP = < 0.0, 12.0, 0.0 >;
#declare CTIP = vrotate( CTIP,< 0.0, 0.0, 90*(ZEE) >);
#declare CTIP = vrotate( CTIP,< 0.0, 360*(WHY), 0.0 >);

  cylinder { CTIP, < 0.0,-6, 0.0 >, 0.5, -1 }

#declare  WHY = WHY + (1/(int(sin(ZEE*pi)*LAYERS)));
#end

#declare  ZEE = ZEE + (1/(LAYERS/2));
#end

 sturm
  scale 1
  pigment { granite color_map {
                                [ 0.0 rgb < 1.0, 1.0, 1.0 > ]
                                [ 0.2 rgb < 0.5, 0.5, 0.5 > ]
                                [ 0.4 rgb < 0.5, 0.7, 0.7 > ]
                                [ 0.5 rgb < 0.8, 0.8, 0.5 > ]
                                [ 0.7 rgb < 1.0, 1.0, 1.0 > ]
                                [ 1.0 rgb < 0.5, 0.5, 0.5 > ]
                                }

                              scale  < 2.0, 16.0, 16.0 >
                              rotate < 0.0,  0.0, 30.0 >
                              frequency 3
                              turbulence 0.5
                                 }

                              finish { ambient 0.25 phong 0.5 reflection
0.2 }
         }//






        }//end union Bowl


        object { HBall }
        object { Bowl  }
        object { Ogive scale 0.25
                       rotate < 90.0,   0.0,  0.0 >
                       rotate <  0.0,   0.0, 90.0 >
                       rotate <  0.0, 110.0,  0.0 >
                       translate < -5.0, -3.9, 12.0 >
                       pigment { rgb < 1.0, 0.3, 0.0 > }
                       finish  { ambient 0.5 }
                       }




       cylinder {
  < 0.0, 0.55, 0.0 >,
  < 0.0,-0.5, 0.0 >, 20


          file://scale      < I, 1.0, I >
          translate < -5.0, -4.5, 12.0 >
          pigment { rgb 0.0 }
          finish  { reflection 0.75 specular 1.0 }
  normal {
    onion
    scale 15
    phase -0.2
    normal_map {
      [0.00  ripples 0.00 frequency 2 scale 0.01 ]
      [0.10  ripples 0.00 frequency 2 scale 0.01 ]
      [0.19  ripples 0.05 frequency 1 scale 0.01 ]
      [0.20  ripples 0.10 frequency 1 scale 0.01 ]
      [0.21  ripples 0.02 frequency 1 scale 0.01 ]
      [0.22  ripples 0.00 frequency 1 scale 0.01 ]
      [1.00  ripples 0.00 frequency 1 scale 0.01 ]
    }
    translate < -5.0, 0.0, 12.0 >
  }
  }


///////////////////////////////////////////////////


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