|
|
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 >
}
}
///////////////////////////////////////////////////
Post a reply to this message
|
|