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//Here is the source for the f_ridged_mf-based shader macro in p.b.i...
#version 3.5;
#include "colors.inc"
#include "functions.inc"
global_settings {
assumed_gamma 1.0}
camera {
location <0,2,-8>
look_at <0,2,0> }
sky_sphere {
pigment {
gradient y
color_map {
[0 rgb <.6,.7,1>]
[.7 rgb <0,.1,.8>]}}}
light_source { <-30,130,-130> White}
plane { y, -1 pigment {rgb <.7,.5,.3>}}
#macro
ShaderRidged(X_Scale,Y_Scale,Z_Scale,Offset,Noise,Color_1,Color_2,Color_3,Bump_Size)
texture {
pigment {
function {
f_ridged_mf(x*X_Scale,y*Y_Scale,z*Z_Scale,1,1,0,Offset,0,Noise)}
color_map {
[0 Color_1]
[.5 Color_2]
[1 Color_3]} }
normal {
function {
f_ridged_mf(x*X_Scale,y*Y_Scale,z*Z_Scale,1,1,0,Offset,0,Noise)*(1/Bump_Size)}}
finish {specular .5 roughness .0005 reflection {.2}}}
#end
//Bottom Row
sphere { 0,1
ShaderRidged(8,8,8,0,0,Red,White,Blue,-2)
translate x*-2}
sphere {0,1
ShaderRidged(2,2,2,1,0,Yellow,Orange,Aquamarine,1)}
sphere {0,1
ShaderRidged(4,4,4,.5,0,Red,Blue,Green,1.5)
translate x*2}
//Mid Row
sphere {0,1
ShaderRidged(2,4,8,0,1,Pink,Salmon,Violet,-2)
translate <-2,2,0>}
sphere {0,1
ShaderRidged(2,8,4,1,1,Clear,Gray50,Yellow,1)
translate <0,2,0>}
sphere {0,1
ShaderRidged(8,4,2,.5,1,Gold,Silver,Black,-1.5)
translate <2,2,0>}
//Top Row
sphere {0,1
ShaderRidged(4,2,8,-1,1,Red,White,Black,2)
translate <-2,4,0>}
sphere {0,1
ShaderRidged(4,4,8,-1,0,Red,Orange,Yellow,-1)
translate <0,4,0>}
sphere {0,1
ShaderRidged(4,8,2,-.5,1,Salmon,Green,Khaki,1.5)
translate <2,4,0>}
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