POV-Ray : Newsgroups : povray.text.scene-files : another different greeble attempt Server Time
29 Oct 2024 22:47:15 EDT (-0400)
  another different greeble attempt (Message 1 to 1 of 1)  
From: Pete
Subject: another different greeble attempt
Date: 30 Aug 2001 22:58:38
Message: <5300.642T2750T13246151PeterC@nym.alias.net>
Wandering around my pov files and stumbled onto this
file that I had forgotten about.  It is a sunset sky with a
ground covered with greebles.  This is another failed attempt
at a greeble macro but perhaps one of you will find it
interesting.
        By the way, the cloud for the sunset-colored clouds
is not mine.  I got it from this newsgroup some time ago and
then forget who posted it.


-- 
-- begin grix.pov ---
-- 

global_settings {
  assumed_gamma 2.4
  number_of_waves 10
}


#declare rseed = seed(34146559);
#declare ntsc = false;


camera {
  location 0
  direction <0, 0, 1>
  #if (ntsc = true)
    right <(640 / 400) * (10/11), 0, 0>
  #else
    right <(640 / 480), 0, 0>
  #end
  up <0, 1, 0>
  rotate x*10
  rotate y*8
  translate <-1.5, 2.3, -10>
}


sky_sphere {
  pigment {
    gradient <0, 1, 0>
    color_map {
      [ 0.05 color <255, 209, 157> / 255 ]
      [ 0.18 color <143, 131, 122> / 255 ]
      [ 0.4 color <67, 115, 158> / 255 ]
    }
  }
}


plane { // clouds
  <0, -1, 0>, -200
  no_shadow
  texture {
    pigment {
      bozo
      turbulence 2
      lambda 3
      scale <400, 400, 1000> * 2
      color_map {
        [ 0.4 color rgbt <0.4, 0.4, 0.4, 1> ]
        [ 1.0 color rgbt <0.4, 0.4, 0.4, 0> ]
      }
    }
    finish { ambient 1 diffuse 0 }
  }
  texture {
    pigment {
      bozo
      turbulence 2
      lambda 3
      translate <0, 0, 0.05>
      scale <400, 400, 1000> * 2
      color_map {
        [ 0.59 color rgbt <0.8, 0.5, 0.4, 1> ]
        [ 0.95 color rgbt <0.8, 0.5, 0.4, 0.7> ]
        [ 1.0 color rgbt <0.8, 0.5, 0.4, 0.5> ]
      }
    }
    finish { ambient 1 diffuse 0 }
  }
  translate <820, 13, 0>
}


fog {
  fog_type 2 distance 20 rgb <250,186,140>/255
  fog_offset 0
  fog_alt 1
}

fog {
  fog_type 2 distance 20000 rgb <250,186,140>/255*.125
  fog_offset 0
  fog_alt 250
}


sphere { // origin locator
  <0, 0.5, 0>, 0.5
  pigment { color red 1 green 0 blue 0 }
  finish { ambient 0.4 diffuse 0.6 specular 1.6 roughness 0.02 }
}


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


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


#macro rand_pure_color()
  #local feep = int(6 * rand(rseed));
  #switch (feep)
    #case (0)
      color red 1 green rand(rseed) blue 0
      #break;
    #case (1)
      color red 1 green 0 blue rand(rseed)
      #break;
    #case (2)
      color red 0 green rand(rseed) blue 1
      #break;
    #case (3)
      color red 0 green 1 blue rand(rseed)
      #break;
    #case (3)
      color red 0 green 1 blue rand(rseed)
      #break;
    #case (3)
      color red 0 green 1 blue rand(rseed)
      #break;
    #case (3)
      color red 0 green 1 blue rand(rseed)
      #break;
    #case (4)
      color red rand(rseed) green 1 blue 0
      #break;
    #else
      color red rand(rseed) green 0 blue 1
  #end
#end


#macro do_box(c1, c2) // same parameter format as for a box object
  // back wall
  triangle { c1, <c2.x, c1.y, c1.z>, <c2.x, c2.y, c1.z> }
  triangle { c1, <c2.x, c2.y, c1.z>, <c1.x, c2.y, c1.z> }
  // left wall
  triangle { c1, <c1.x, c1.y, c2.z>, <c1.x, c2.y, c2.z> }
  triangle { c1, <c1.x, c2.y, c2.z>, <c1.x, c2.y, c1.z> }
  // right wall
  triangle { <c2.x, c1.y, c2.z>, <c2.x, c1.y, c1.z>, c2 }
  triangle { <c2.x, c1.y, c1.z>, c2, <c2.x, c2.y, c1.z> }
  // bottom
  triangle { <c1.x, c2.y, c2.z>, <c1.x, c2.y, c1.z>, <c2.x, c2.y, c1.z> }
  triangle { <c1.x, c2.y, c2.z>, <c2.x, c2.y, c1.z>, c2 }
  // top
  triangle { <c1.x, c1.y, c2.z>, c1, <c2.x, c1.y, c1.z> }
  triangle { <c1.x, c1.y, c2.z>, <c2.x, c1.y, c1.z>, <c2.x, c1.y, c2.z> }
  // front
  triangle { <c1.x, c1.y, c2.z>, <c2.x, c1.y, c2.z>, c2 }
  triangle { <c1.x, c1.y, c2.z>, c2, <c1.x, c2.y, c2.z> }
#end


#macro do_quad(c1, c2, c3, c4) // clockwise or
// counterclockwise order, not col-row order
  triangle { c1, c2, c3 }
  triangle { c1, c3, c4 }
#end


// floor
plane {
  <0, 1, 0>, 0
  pigment { color rgb 0.7 }
  finish { ambient 0.5 diffuse 0.5 }
}


// build the mesh grid object
#declare grid = mesh {
  #declare cc = 0;
  #while (cc < 300)
    #declare box_l = 1 + rand(rseed);
    #declare box_w = 0.05 + 0.05 * rand(rseed);
    #if (rand(rseed) > 0.5)  // longer in x direction
      #declare xx = -5 + (10 - box_l) * rand(rseed);
      #declare zz = -5 + (10 - box_w) * rand(rseed);
      do_box(<xx, 0, zz>, <xx + box_l, 0.02 * rand(rseed) + 0.03, zz + box_w>)
    #else                    // longer in z direction
      #declare zz = -5 + (10 - box_l) * rand(rseed);
      #declare xx = -5 + (10 - box_w) * rand(rseed);
      do_box(<xx, 0, zz>, <xx + box_w, 0.02 * rand(rseed) + 0.03, zz + box_l>)
    #end
    #declare cc = cc + 1;
  #end
}


// place copies of it
union {
  #declare xx = -7;
  #while (xx < 9)
    #declare zz = -1;
    #while (zz < 25)
      object {
        grid
        rotate y*90*int(4 * rand(rseed))
        translate <xx * 10, 0, zz * 10>
      }
      #declare zz = zz + 1;
    #end
    #declare xx = xx + 1;
  #end
  pigment { rgb 1 }
  finish { ambient 0.3 diffuse 0.7 }
}


light_source {
  <3000, 3000, -3000>
  color rgb <1, 0.9, 0.8> * 0.5
}
light_source {
  <-2300, 3010, -3100>
  color rgb <0.8, 0.9, 1> * 0.5
}


/* actual end of this file */


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