|
|
See image in p.b.i for a picture.
//*********CODE**********
#version unofficial megapov.5;
camera{location<0,3,-6> look_at 0 rotate y*20}
light_source{<100,200,-50>,1 spotlight point_at 0 radius 0 falloff 4}
#$ Fracture=
isosurface{
function y+noise3d(x*2,0,z*2)
accuracy .1 eval method 2
threshold 1 sign 1
contained_by{box{<-1.5,-10,-1.5>,<1.5,1,1.5>}}
pigment{rgb 1}
}
#$ R=seed(9079);
#$ Rv=.125; //Amount of tip randomization
#$ Quartz=
intersection{
prism{linear_spline -1,5 7,
<sin(pi*2/6*1),cos(pi*2/6*1)>,
<sin(pi*2/6*2),cos(pi*2/6*2)>,
<sin(pi*2/6*3),cos(pi*2/6*3)>,
<sin(pi*2/6*4),cos(pi*2/6*4)>,
<sin(pi*2/6*5),cos(pi*2/6*5)>,
<sin(pi*2/6*6),cos(pi*2/6*6)>,
<sin(pi*2/6*1),cos(pi*2/6*1)>
pigment{rgbf<1 1 1 .7>}
finish{phong 1 reflection_min 0 reflection_max .7 conserve_energy}
normal{bumps scallop_wave scale<1,.05,1>/2 no_bump_scale bump_size
.005}
interior{ior 1.55 caustics .2
media{
scattering{5,2}
method 2
density{planar scale 2 color_map{[0 rgb 0][1 rgb<.9 1 .9>]}}
}
}
}
plane{y,0 rotate z*-47 translate y*3+rand(R)*Rv-(Rv/2)}
plane{y,0 rotate z*-47 translate y*3+rand(R)*Rv-(Rv/2) rotate y*60}
plane{y,0 rotate z*-47 translate y*3+rand(R)*Rv-(Rv/2) rotate y*120}
plane{y,0 rotate z*-47 translate y*3+rand(R)*Rv-(Rv/2) rotate y*180}
plane{y,0 rotate z*-47 translate y*3+rand(R)*Rv-(Rv/2) rotate y*240}
plane{y,0 rotate z*-47 translate y*3+rand(R)*Rv-(Rv/2) rotate y*300}
object{Fracture rotate x*180}
pigment{rgbf<1 1 1 .7>}
finish{phong 1 reflection_min 0 reflection_max .7 conserve_energy}
interior{ior 1.55 caustics .2}
hollow
}
object{Quartz}
plane{y,-1.25 pigment{rgb 1}}
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit my isosurface tutorial at http://members.aol.com/stbenge
Post a reply to this message
|
|