POV-Ray : Newsgroups : povray.text.scene-files : Variable scale patterns. Server Time
1 Nov 2024 09:18:56 EDT (-0400)
  Variable scale patterns. (Message 1 to 1 of 1)  
From: Michael Andrews
Subject: Variable scale patterns.
Date: 26 Sep 2000 11:34:11
Message: <39D0C243.F5EADDA0@reading.ac.uk>
// ========================
// Variable scale patterns.
// by Mike Andrews
// 20th September 2000
// ========================

#version unofficial Megapov 0.5;

global_settings{
  assumed_gamma 1
}        

// These are the functions to give local x, y and z values ...

#declare pig_crack = pigment { crackle form <1,0,0> }
#declare pig_crackn = pigment { crackle }

#declare fn_crack = function { pigment { pig_crack } }
#declare fn_crackn = function { pigment { pig_crackn } }

#declare fn_x = function { 
  fn_crack*(fn_crack(x+0.0005,y,z)-fn_crack(x-0.0005,y,z))*1000 
}
#declare fn_y = function { 
  fn_crack*(fn_crack(x,y+0.0005,z)-fn_crack(x,y-0.0005,z))*1000 
}
#declare fn_z = function { 
  fn_crack*(fn_crack(x,y,z+0.0005)-fn_crack(x,y,z-0.0005))*1000 
}

// Find the 'centre' point of the current crackle cell ...

#declare fn_cx = function { x-fn_x }
#declare fn_cy = function { y-fn_y }
#declare fn_cz = function { z-fn_z }

// ... and the value at that point

#declare fn_cc = function { fn_crackn(fn_cx,fn_cy,fn_cz) }

// Pwr controls amount of 'push':
//   +ve to go away from centres
//   -ve to go towards centres

#declare Pwr = 2;

// Find the new points for the pigment function

#declare fn_rm = function { (1-(1-fn_crack)*(fn_crackn/fn_cc))^Pwr }

#declare fn_xp = function { fn_cx+fn_rm*fn_x }
#declare fn_yp = function { fn_cy+fn_rm*fn_y }
#declare fn_zp = function { fn_cz+fn_rm*fn_z }

// Define various test pigment functions.

//#declare pig_test = pigment { crackle form x scale 0.2 frequency -2 }
#declare pig_test = pigment { crackle scale 0.2 }
#declare fn_test = function { pigment { pig_test } }
// #declare fn_test = function { pigment { granite scale 0.1 } }
// #declare fn_test = function { abs(sin(x*pi*5)*sin(y*pi*5)) }

// Produce the 'warped' pigment

#declare MyPigment = pigment {
  function { fn_test(fn_xp, fn_yp, fn_zp) }
  pigment_map { 
    [0.0 colour rgb 0]
    [0.1 
      pig_crackn 
      colour_map { 
        [0 rgb <.5,.5,.3>]
        [1 rgb <.5,1,.5>] 
      }
    ]
    [1.0 
      pig_crackn 
      colour_map { 
        [0 rgb <.3,.3,.5>]
        [1 rgb <1,.5,.5>] 
      }
    ]
  }
}

// And the test scene.

camera {
  location  <0.0, 0.5, -4.0>  
  direction 1.5*z  
  right     x*image_width/image_height
  look_at   <0.0, 0.0,  0.0>
}

light_source {  
  0*x   
  color rgb 1.0    
  translate <-30, 30, -30>
}

sphere { 
  0.0, 1 
  texture {
    pigment{MyPigment}  
    finish{specular 0.5 roughness 0.001}
  } 
}

plane {
  z, 0 
  texture {
    pigment{MyPigment}  
    finish{specular 0.5 roughness 0.001}
  }
}

// Bye for now ...


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