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This is the code for the Image I posted to p.b.i., it uses right hand
coordinate system. For the sky, Chris Colefax's galaxy-include is
required.
The water is just some old texture I found, so ignore it.
Christoph
//------ Begin POV-Code ---------
#version unofficial MegaPov 0.5;
#declare galaxy_bgstars = 1;
#declare galaxy_bgnebula = false;
#declare galaxy_nebula_sphere = false;
#include "GALAXY.BG"
fog {
fog_type 2
fog_alt 0.4
fog_offset 0.4
color rgbt <0, 0, 0, 0>
distance 50
up z
}
camera {
location <-1.2, -1.1, 0.38>
direction < 0.0, 0.0, 1.0> // right-hand-system z| /y
sky < 0.0, 0.0, 1.0> // with X=right; | /
up < 0.0, 0.0, 1.0> // Y=forward; Z=up |/____x
right <-2.0, 0.0, 0.0>
look_at < 0.0, 0.0, 0.38>
angle 37.0
}
light_source { <0.0, -15.0, 1.0> color rgb <1, 1, 1>}
#declare Fkx=function { (cos(atan2(x,y)*10)) / (((x*x + y*y))*10) }
#declare T_Math01=
pigment {
function { Fkx }
color_map
{
[0.05 color rgb <1, 0, 0> ]
[0.08 color rgb <0, 1, 1> ]
[0.10 color rgb <0, 1, 1> ]
[1.00 color rgb <0, 0, 1> ]
}
scale 0.3
translate <0.5, 0.5, 0>
}
#declare T_Math02=
pigment {
function { Fkx }
color_map
{
[0.00 color rgb <0, 0, 0> ]
[1.00 color rgb <1, 1, 1> ]
}
scale 0.3
translate <0.5, 0.5, 0>
}
#declare Obj_01 = union {
cylinder
{
0*z, 0.04*z, 0.007
}
sphere
{
<0, 0, 0.04>
0.007
}
sphere
{
<0, 0, 0.0>
0.007
}
}
#declare nbr=100;
#declare X=0;
#while (X<nbr)
#declare Y=0;
#while (Y<nbr)
#declare Col = eval_pigment(pigment {T_Math01}, <X/nbr, Y/nbr,
0>);
#declare Col2 = eval_pigment(pigment {T_Math02}, <X/nbr, Y/nbr,
0>);
#if ((((X/nbr-0.5)*2)^2+((Y/nbr-0.5)*2)^2)<1.0)
object {
Obj_01
texture {
pigment {color Col}
finish {
ambient 0.15
brilliance 5
diffuse 0.6
metallic
specular 0.80
roughness 1/100
reflection 0.65
}
}
translate <-0.5+X/nbr, -0.5+Y/nbr,
0.5-(Col2.red+Col2.green+Col2.blue)/12>
}
#end
#declare Y=Y+1;
#end
#declare X=X+1;
#end
#declare Water7 = texture {
pigment {
color rgb<0.365, 0.386, 0.632>
}
normal {
ripples 0.24
frequency 1.75
turbulence 1.0
scale <0.0006, 0.0006, 0.001>
}
finish {
diffuse 0.66
ambient 0.09
phong 0.38
phong_size 34
reflection 0.63
specular 0.39
roughness 0.022
}
}
disc
{
<0, 0, 0.26>
z, 300.0
texture {Water7 scale <15, 15, 2>}
}
//------ End POV-Code ---------
--
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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