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By request, this where I started converting the old woods. If you check you
will see that most of the work is just clipped out of woods.inc.
This does require the superpatch.
Without further ado, bastardization at it's best.
--
GrimDude
gri### [at] netzerocom
-------------------------------------------------------
#declare G_Wood10A = color_map
[0,.5 color rgb <1,.85,.5> color rgb <.9,.7,.46>]
[.5,.7 color rgb <.9,.7,.46> color rgb <.9,.7,.46>]
[.7,1 color rgb <.9,.7,.46> color rgb <1,.85,.5>] }
#declare G_Wood10B = color_map
[0,.5 color rgbf <1,.45,.1,.8> color rgbf <.85,.65,.4,.4>]
[.5,.7 color rgbf <.85,.65,.4,.4> color rgbf <.85,.65,.4,.4>]
[.7,1 color rgbf <.85,.65,.4,.4> color rgbf <1,.45,.1,.8>] }
#declare GT_Wood10 = texture
pigment { wood turbulence .02 octaves 4 lambda 3 scale .175 rotate
<2,2,0>
color_map { G_Wood10A } turbulence .3
warp { black_hole .25,3 falloff .25 strength 5 } } }
texture { pigment { wood turbulence .02 octaves 4 lambda 2.8 scale .2
rotate <2,2,0> translate <.0175,.0175,.0175>
color_map { G_Wood10B } turbulence .3
warp { black_hole .25,3 falloff .25 strength 5 } } }
#declare GrimGrain = pigment { wood turbulence <.5,.8,1000> octaves 4 }
#declare GrimGrain2 = pigment { wood turbulence <.3,.1,200> scale
<1,1,100000> }
#declare GrimT_Wood2 = union {
height_field
pattern 20,60 { hf_gray_16 GrimGrain color_map { G_Wood10A }
warp { black_hole .6,3 falloff .25 strength 30 } turbulence 4 }
texture { GT_Wood10 } translate <-.5,-.5,-.5> }
height_field
pattern 20,60 { hf_gray_16 GrimGrain2 color_map { G_Wood10B }
warp { black_hole .6,3 falloff .25 strength 30 } turbulence 4 }
texture { GT_Wood10 } translate <-.5,-.5,-.5> }
scale <2.95,.3,24.95> }
GrimT_Wood2
camera { location <-4.5,4,-6> direction z look_at <0,-1.5,0> }
light_source { <-30,30,-35> color rgb <1,1,.9> fade_distance 55 fade_power
.1 }
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