POV-Ray : Newsgroups : povray.text.scene-files : a blue abstract Server Time
23 Dec 2024 15:13:35 EST (-0500)
  a blue abstract (Message 1 to 1 of 1)  
From: Pete
Subject: a blue abstract
Date: 20 Sep 2000 20:33:17
Message: <4027.298T2516T4785945PeterC@nym.alias.net>
Source for image posted to the povray.binaries.images
group:

--

global_settings {
  assumed_gamma 2
  number_of_waves 9
}


/* 1024 x 768 +a0.3 took an hour and two minutes on a 100 MHz machine. */
/* I think it is the averaged normals, as well as normals in general,
   that slow this sort of render down so much. */


#declare ntsc = false;
#declare rseed = seed(14851136);


camera {
  location 0
  direction <0, 0, 2>
  #if (ntsc = true)
    right <(640 / 400) * (10/11), 0, 0>
  #else
    right <(640 / 480), 0, 0>
  #end
  up <0, 1, 0>
  translate <0, 0, -12>
}


#macro rnd_rotate()
  rotate <360 * rand(rseed), 360 * rand(rseed), 360 * rand(rseed)>
#end


#macro rnd_translate()
  translate <4 - 8 * rand(rseed), 4 - 8 * rand(rseed), 4 - 8 * rand(rseed)>
#end


#macro perturb()
  rnd_translate()
  rnd_rotate()
#end


#macro rounded_box(roundness)
  #local c1 = <roundness - 1, roundness - 1, roundness - 1>;
  #local c2 = <1 - roundness, 1 - roundness, 1 - roundness>;
  // 8 corners
  sphere { c1, roundness }
  sphere { <c1.x, c1.y, c2.z>, roundness }
  sphere { <c2.x, c1.y, c2.z>, roundness }
  sphere { <c2.x, c1.y, c1.z>, roundness }
  sphere { c2, roundness }
  sphere { <c2.x, c2.y, c1.z>, roundness }
  sphere { <c1.x, c2.y, c1.z>, roundness }
  sphere { <c1.x, c2.y, c2.z>, roundness }
  // bottom
  cylinder { c1, <c2.x, c1.y, c1.z>, roundness }
  cylinder { <c2.x, c1.y, c1.z>, <c2.x, c1.y, c2.z>, roundness }
  cylinder { <c2.x, c1.y, c2.z>, <c1.x, c1.y, c2.z>, roundness }
  cylinder { <c1.x, c1.y, c2.z>, c1, roundness }
  // top
  cylinder { <c1.x, c2.y, c1.z>, <c2.x, c2.y, c1.z>, roundness }
  cylinder { <c2.x, c2.y, c1.z>, c2, roundness }
  cylinder { c2, <c1.x, c2.y, c2.z>, roundness }
  cylinder { <c1.x, c2.y, c2.z>, <c1.x, c2.y, c1.z>, roundness }
  // sides
  cylinder { <c1.x, c1.y, c1.z>, <c1.x, c2.y, c1.z>, roundness }
  cylinder { <c2.x, c1.y, c1.z>, <c2.x, c2.y, c1.z>, roundness }
  cylinder { <c1.x, c1.y, c2.z>, <c1.x, c2.y, c2.z>, roundness }
  cylinder { <c2.x, c1.y, c2.z>, <c2.x, c2.y, c2.z>, roundness }
  // middles
  box { <-1, c1.y, c1.z>, <1, c2.y, c2.z> }
  box { <c1.x, -1, c1.z>, <c2.x, 1, c2.z> }
  box { <c1.x, c1.y, -1>, <c2.x, c2.y, 1> }
#end


#macro one_rnd_normal()
    #local hh = int(5 * rand(rseed));
    #switch(hh)
      #case (0)
        bozo
        turbulence 1.1
        bump_size 0.3
        scale 1/5
        #break
      #case (1)
        granite
        bump_size 0.1
        #break
      #case (2)
        ripples
        frequency 100
        bump_size 0.3
        scale 40
        #break
      #case (3)
        crackle
        bump_size -0.3
        #break
      #else
        agate
        bump_size 0.1
        scale 1/2
    #end
    perturb()
#end


#macro rnd_normal()
  #if (rand(rseed) > 0.6)
    normal {
      average
      normal_map {
        [ one_rnd_normal() ]
        [ one_rnd_normal() ]
      }
    }
  #else
    normal { one_rnd_normal() }
  #end
#end


#macro rnd_blue_color()
  // purplish blue or cyanish blue?
  #if (rand(rseed) > 0.333) // cyanish
    #local xx = <0, 0.5 * rand(rseed), 1>;
  #else  // purplish
    #local xx = <(0.3 * rand(rseed)), 0, 1>;
  #end
  #local sat = 0.3 + 0.4 * rand(rseed);   // lower sat - closer to white
  #local xx = (xx * sat) + ((1 - sat) * <1, 1, 1>);
  xx
#end


#declare cc = 0;
#while (cc < 80)
  union {
    rounded_box(0.2 + 0.3 * rand(rseed)) // makes a box 1 unit on a side
    rnd_rotate()
    translate <8 - 16 * rand(rseed), 6 - 12 * rand(rseed), 20 * rand(rseed)>
    pigment {
      rgb rnd_blue_color()
    }
    finish { ambient 0.5 diffuse 0.5 }
//    #if (rand(rseed) > 0.2)
      rnd_normal()
//    #end
  }
  #declare cc = cc + 1;
#end


light_source {
  0
  color rgb 0.5
  area_light <1, 0, 0>, <0, 1, 0>, 5, 5 adaptive 1
  scale 1000
  rotate z*-5
  translate <0, 0, -10000>
}


light_source {
  0
  color rgb 0.5
  area_light <1, 0, 0>, <0, 1, 0>, 5, 5 adaptive 1
  rotate z*7
  scale 300
  translate <2000, 2000, -2000>
}


/* actual end of this file */


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