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/*
Blocks Shape
(c) 2002 D.A.Jackson
*/
#include "colors.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 255
}
// camera
camera {
location <49, 53, 65>
look_at <0, 21, 0>
angle 40
}
// lights
light_source {
<1000, 1000, 100>
color White
parallel
}
// sky
sky_sphere {
pigment {
color Gray50
}
}
// ground
plane {
y, 0
pigment {
granite
turbulence 1
color_map {
[ 0 color Gray40 ]
[ 1 color Gray60 ]
}
scale 5
}
normal {
granite 1/5
scale 5
}
}
// object
#declare r = seed(1);
#declare r2 = seed(2);
#declare zloop = -20;
#while (zloop < 21)
#declare yloop = -20;
#while (yloop < 21)
#declare xloop = -20;
#while (xloop < 21)
#declare s = cos(abs(xloop)/20) + cos(abs(yloop)/20) +
cos(abs(zloop)/20);
#if ((s > 2.54) & (s < 2.58))
box {
-0.45, 0.45
pigment {
color White
}
finish {
specular 1
roughness 1/200
reflection 1/4
}
rotate <rand(r2)*90, rand(r2)*90, rand(r2)*90>
translate <xloop, yloop + 21, zloop>
}
#end
#declare xloop = xloop + 1;
#end
#declare yloop = yloop + 1;
#end
#declare zloop = zloop + 1;
#end
---
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As all the cubes in your sphere have the same pigment and finish, you can
wrap the whole object in a union {...} and apply the pigment and finish to
that. See below :
// object
#declare r = seed(1);
#declare r2 = seed(2);
union {
#declare zloop = -20;
#while (zloop < 21)
#declare yloop = -20;
#while (yloop < 21)
#declare xloop = -20;
#while (xloop < 21)
#declare s = cos(abs(xloop)/20) + cos(abs(yloop)/20) +
cos(abs(zloop)/20);
#if ((s > 2.54) & (s < 2.58))
box {
-0.45, 0.45
rotate <rand(r2)*90, rand(r2)*90, rand(r2)*90>
translate <xloop, yloop + 21, zloop>
}
#end
#declare xloop = xloop + 1;
#end
#declare yloop = yloop + 1;
#end
#declare zloop = zloop + 1;
#end
pigment {
color White
}
finish {
specular 1
roughness 1/200
reflection 1/4
}
}
Of course, if you, subsequently, want to apply a different pigment and
finish to each cube, your code is superior...
--
Pandora/Scott Hill/[::O:M:C::]Scorpion
Software Engineer.
http://www.pandora-software.com
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Yes you are right, but I was "playing around" with different textures for
each cube :)
"Pandora" <pan### [at] pandora-softwarecom> wrote in message
news:3d50736f@news.povray.org...
> As all the cubes in your sphere have the same pigment and finish, you can
> wrap the whole object in a union {...} and apply the pigment and finish to
> that. See below :
>
> // object
>
> #declare r = seed(1);
> #declare r2 = seed(2);
>
> union {
> #declare zloop = -20;
> #while (zloop < 21)
> #declare yloop = -20;
> #while (yloop < 21)
> #declare xloop = -20;
> #while (xloop < 21)
> #declare s = cos(abs(xloop)/20) + cos(abs(yloop)/20) +
> cos(abs(zloop)/20);
> #if ((s > 2.54) & (s < 2.58))
> box {
> -0.45, 0.45
> rotate <rand(r2)*90, rand(r2)*90, rand(r2)*90>
> translate <xloop, yloop + 21, zloop>
> }
> #end
> #declare xloop = xloop + 1;
> #end
> #declare yloop = yloop + 1;
> #end
> #declare zloop = zloop + 1;
> #end
> pigment {
> color White
> }
> finish {
> specular 1
> roughness 1/200
> reflection 1/4
> }
> }
>
> Of course, if you, subsequently, want to apply a different pigment and
> finish to each cube, your code is superior...
>
> --
> Pandora/Scott Hill/[::O:M:C::]Scorpion
> Software Engineer.
> http://www.pandora-software.com
>
>
---
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