POV-Ray : Newsgroups : povray.text.scene-files : Texturing Comp Server Time
22 Dec 2024 14:18:21 EST (-0500)
  Texturing Comp (Message 1 to 1 of 1)  
From: Felbrigg
Subject: Texturing Comp
Date: 24 May 2004 09:00:53
Message: <40b1f205$1@news.povray.org>
Hi ya,

I've composed an animation for a bit of fun based on everyones favorite
episode IV scene.

I'd like to ask anyone who's willing to try and "texture" the scene, but not
to alter any of the CSG or animation properties.

The following items can be altered but nothing else : lighting, textures,
media, radiosity, skysphere.

The prize... respect, nothing but respect.

If you make it into a movie you should show 24 frames per second - there are
99 frames ( just dont bother asking where number 1 went)

The scene file and appropriate ini file are included in the text here, as I
could not get them to post as attachments ( sorry )

//Scene File
#include "colors.inc"
#include "textures.inc"
#include "functions.inc"
#include "shapes.inc"



background { Black }

light_source { <900, 560, -500> color White*.5 }
light_source { <-8000, 15060, 500> color White*.5 }
light_source { <900, 560, 500> color White*.5 }
light_source { <50, 560, 500> color White*.5 }



#declare CamSpline =
  spline {
    cubic_spline
     -.1,       <50,50,-180>
     0,         <50,50,0>
    .1,         <50,40,180>
    0.2,        <60,30,360>
    0.3,        <50,45,540>
    0.4,        <40,60,720>
    .5,         <50,50,900>
    .6,         <60,70,1080>
    .7,         <50,80,1260>
    .8,         <40,55,1440>
    .9,         <50,50,1620>
    1,          <55,10,1800>
    1.1,        <50,20,1980>
  }
#declare Bolt1Spline =
  spline {
    linear_spline
     0,         <20,20,0>
    1,         <20,20,4000>
  }
#declare Bolt2Spline =
  spline {
    linear_spline
     0,         <70,70,-400>
    1,         <70,70,3600>
  }
#declare Bolt3Spline =
  spline {
    linear_spline
     0,         <40,50,-800>
    1,         <40,50,3200>
  }



camera  { location <0,0,0>
Spline_Trans(CamSpline, clock, y, 0.1, .6) }


#declare rStream = seed(0);

#macro TrenchWall(Height,Length)
        #declare currentPoint = 0;
        union   {
                // base wall
                box     {
                        <0,0,0>,
                        <-1,Height,Length>
                        }

        #while(currentPoint < Length)
                #declare heightOfBox =
(rand(rStream)*(Height/2))+(Height/2);
                #declare lengthOfBox = rand(rStream)*200;
                #declare widthOfBox = rand(rStream)* 12;

                box     {
                        <0,0,currentPoint>,
                        <widthOfBox,heightOfBox,currentPoint+lengthOfBox>
                        }

                #declare currentPoint = currentPoint + lengthOfBox;
        #end

        #declare currentPoint = 0;
        #while(currentPoint < Length)
                #declare heightOfBox =
(rand(rStream)*(Height/2))+(Height/2);
                #declare lengthOfBox = rand(rStream)*200;
                #declare widthOfBox = rand(rStream)* 12;

                box     {
                        <0,Height,currentPoint>,

<widthOfBox,Height-heightOfBox,currentPoint+lengthOfBox>
                        }

                #declare currentPoint = currentPoint + lengthOfBox;
        #end


                }


#end

#macro BuildTrench(Width,Length)
        union   {
                object  {
                        TrenchWall(Width,Length)
                        texture { pigment { White*.5 } finish{ ambient 0
diffuse 1 reflection 0.001}}
                        }
                object  {
                        TrenchWall(Width,Length)
                        texture { pigment { White*.5 } finish{ ambient 0
diffuse 1}}
                        rotate <0,0,180>
                        translate <100,Width,0>
                        }
                object  {
                        TrenchWall(Width,Length)
                        texture { pigment { White*.5 } finish{ ambient 0
diffuse 1}}
                        rotate <0,0,90>
                        translate <Width,0,0>
                        }
                }
#end

object  {
        BuildTrench(100,8000)
        }



// first pair of bolts
cylinder        {
                <0,0,0>,
                <0,0,50>,
                .5
                texture { pigment { Red } finish { ambient 5 } }
                Spline_Trans(Bolt1Spline, clock+.02, y, 0, 0)
                }
cylinder        {
                <0,0,0>,
                <0,0,50>,
                .5
                texture { pigment { Red } finish { ambient 5 } }
                Spline_Trans(Bolt1Spline, clock, y, 0, 0)
                }

// second pair of bolts
cylinder        {
                <0,0,0>,
                <0,0,50>,
                .5
                texture { pigment { Red } finish { ambient 5 } }
                Spline_Trans(Bolt2Spline, clock+.02, y, 0, 0)
                }
cylinder        {
                <0,0,0>,
                <0,0,50>,
                .5
                texture { pigment { Red } finish { ambient 5 } }
                Spline_Trans(Bolt2Spline, clock, y, 0, 0)
                }

// third pair of bolts
cylinder        {
                <0,0,0>,
                <0,0,50>,
                .5
                texture { pigment { Red } finish { ambient 5 } }
                Spline_Trans(Bolt3Spline, clock+.02, y, 0, 0)
                }
cylinder        {
                <0,0,0>,
                <0,0,50>,
                .5
                texture { pigment { Red } finish { ambient 5 } }
                Spline_Trans(Bolt3Spline, clock, y, 0, 0)
                }


//
// ini file follows
//


[512x368, AA 0.3]
Width=512
Height=368
Antialias=On
Antialias_Threshold=0.3

Initial_Frame=1
Final_Frame=100
Initial_Clock = 0
Final_Clock = 1
Subset_Start_Frame = 2
Subset_End_Frame = 100


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