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Here is the code for the roof of my well.
Hope it helps,
Marc-Hendrik
##################   Start code #################
#declare AgateFun=
   function{pigment{agate  color_map{[0 rgb 0][1 rgb 1]}}}
#declare Dachhaelfte=
intersection{                                 // remove the ugly edges
on{ 
      #declare Rs=seed(845);
      #declare Reihen=0;                       
      #while (Reihen<15)
         #declare Zaehler=-1;
         #while (Zaehler <1.1)
             #declare OffZ=rand(Rs);
             isosurface {                              //Schindel
                  function { (
                                        (abs(x)-0.047&abs(z)-0.05)                   
                                       |(x*x+(z+0.05)*(z+0.05)-0.047*0.047)
                                  
)&abs(y-0.015*AgateFun((x+Zaehler)*10,(y+OffZ*15)*10,z*10))-0.01 
                  }                         
                method 2
                max_gradient 4
                accuracy 0.01
                contained_by{box {<-0.1,-0.2,-0.2>,<0.1,0.2,0.20>}}   // could perhaps
be a little smaller
              
               rotate z*rand(Rs)                                       // tilt it a
little
               translate z*-(0.35 +rand(Rs)/50)              // uneven bottom edge
               rotate x*7                                                    // make
them overlap (perhaps use a little more)
               translate z*Reihen/10                                // Put it in it's
row
               rotate -x*47                                                // rotate
it according to the slope of the roof
               translate <Zaehler+0.1*mod(Reihen,2)-(0.001 *rand(Rs)/50),2.07,-0.73>  
   // put it in it's column
               texture{pigment{rgb 0.1+rand(Rs)/20}}   // texture it individually
(could be improved)
         } 
         #declare Zaehler=Zaehler+0.2;                     
      #end   //While columns
   
      #declare Reihen=Reihen+1;
   #end   //
 While rows
   }
   box{<-1.1,0,-10>,<1.1,5,10>}
   cutaway_textures
}
#################################################
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