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#version unofficial Megapov 0.4;
#include "colors.inc"
// ----------------------------------------
// Gilles Tran 2000
// ----------------------------------------
// This file creates both a height field suitable for a stone wall and
the corresponding image_map
// You will need to make two renders, one for the height field and a
second one for the image_map
// Because both pigment use the same crackle algorithm they match
perfectly
// 1. Change the image size (ration is 10/1)
// Run with +w2000 +h200 +FT for instance
// 2. Set the "Pass" variable to 0,
// 3. Run the file,
// 4. Rename the output image,
// 5. Set Pass to 1
// 6. Run again
// ----------------------------------------
// NOTE : The ratio of the image is 10/1
camera
{
location <0.0, 2, -5.0>
direction 1.5*z
right 10*x // THE RATIO OF THE IMAGE IS 10/1 !!!!
look_at <0.0, 2.0, 0.0>
}
background{White}
light_source{<1,1,-1>*1000 color White*2}
#declare Pass=0; // Pass = 0 runs the height-field generation
//#declare Pass=1; // Pass = 1 runs the image_map generation
// Don't forget to change the name of the
output file !!!!!
#if (Pass=0)
#declare pigCrack=pigment{
crackle
turbulence 0.2
color_map{
[0 color Black]
[0.05 color Black]
[0.2 color White*0.8]
[1 color White]
}
scale 0.2
}
#else
// Put your favorite stone colors here
#declare colMur3=rgb <0.85938, 0.97063, 0.98047>; // gris bleu
clair
#declare colMur5=rgb <160, 150, 124>/255; // beige 1
#declare colMur6=rgb <170, 163, 146>/255; // beige 2
#declare colMur7=rgb <209, 201, 181>/255; // beige 3
#declare pigCrack=pigment{
crackle solid
turbulence 0.2
color_map{
[0 color colMur3]
[0.33 color colMur5]
[0.66 color colMur6]
[1.0 color colMur7]
}
scale 0.2
}
#end
plane{z,0
texture{
pigment{
gradient y
//turbulence 0.2
pigment_map{
[0 pigCrack scale 0.6]
[0.2 pigCrack scale 0.54]
[0.4 pigCrack scale 0.48]
[0.6 pigCrack scale 0.42]
[0.8 pigCrack scale 0.36]
[1 pigCrack scale 0.3]
}
}
}
finish{ambient 1 diffuse 0}
translate -y
scale 4
}
/*
// Example of code for the final wall
#declare yMt=1;
#declare xMt=yMt*10;
#declare Wall=height_field{
tga "wallhf"
texture{pigment{image_map { tga "wallbmp" map_type 0
interpolate 2 once }} finish{ambient 0.0 diffuse 0.8 specular 0.05
roughness 0.01} rotate x*90}
rotate x*-90
scale <xMt,yMt,0.2>
}
*/
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