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// Persistence of Vision Ray Tracer Scene Description File
// File: 3dHF.pov
// Date:
// Author: Chris Huff
//
// *******************************************
// -------------------------------------------
#include "colors.inc"
#include "textures.inc"
#version unofficial MegaPov 0.5;
//-------------------------------------------
global_settings {
assumed_gamma 1.8
}
#declare CamLoc = vtransform(<2, 2.5,-8>, rotate y*15);
camera {
location CamLoc
up y*image_height right x*image_width
angle 25
look_at <0, 1, 0>
}
box {<-100, 0,-100>, < 100, 0, 100>
texture {
pigment {White*0.85}
finish {
reflection 0.15
reflect_metallic
conserve_energy
}
}
}
//*******************************************
#declare rsA = seed(7582);
#declare rsB = seed(4385);
#declare rsC = seed(6543);
#declare rsD = seed(8538);
#declare rsE = seed(5235);
#macro pmRand(RS)
(rand(RS)*2-1)
#end
#macro gRand(RS)
((rand(RS)+rand(RS)+rand(RS))/3)
#end
#macro gpmRand(RS)
(gRand(RS)*2-1)
#end
#declare controlPgmt =
//pigment {wood
//pigment {wrinkles
pigment {crackle//bozo
phase clock
color_map {
// [0 color rgb <1,1,1>]
// [1 color rgb <-1,-1,-1>]
#declare K=0;
#declare L=6;
#while(K<L)
[(K/(L-1)) color rgb < pmRand(rsA), pmRand(rsA),
pmRand(rsA)>]
#declare K=K+1;
#end
}
// scale 0.75
}
#declare CubeSize = < 15, 15, 5>;
#declare DispScale = 1;
#declare Grid =
union {
#declare J=0;
#while(J<CubeSize.x)
#declare K=0;
#while(K<CubeSize.y)
#declare L=0;
#while(L<CubeSize.z)
#declare PosA = < J, K, L>;
#declare PosB = < J+1, K, L>;
#declare PosC = < J, K+1, L>;
#declare PosD = < J, K, L+1>;
#declare PosA = PosA+DispScale*eval_pigment(controlPgmt
scale CubeSize, PosA);
#declare PosB = PosB+DispScale*eval_pigment(controlPgmt
scale CubeSize, PosB);
#declare PosC = PosC+DispScale*eval_pigment(controlPgmt
scale CubeSize, PosC);
#declare PosD = PosD+DispScale*eval_pigment(controlPgmt
scale CubeSize, PosD);
sphere {PosA, 0.2
texture {
pigment {color rgb eval_pigment(controlPgmt
scale CubeSize, PosA)*0.5+0.5}
finish {ambient 0.7}
}
}
#if(J!=CubeSize.x-1)
cylinder {PosA, PosB, 0.1}
#end
#if(K!=CubeSize.y-1)
cylinder {PosA, PosC, 0.1}
#end
#if(L!=CubeSize.z-1)
cylinder {PosA, PosD, 0.1}
#end
#declare L=L+1;
#end
#declare K=K+1;
#end
#declare J=J+1;
#end
texture {
pigment {color White}
}
}
object {Grid
scale 1/max(CubeSize.x, max(CubeSize.y, CubeSize.z))//scale to about
unit-size
translate <-0.5, 0.2,-0.5>
rotate y*35
scale 2
}
//*******************************************
light_source {<-20, 150, -100> color White}
light_source {CamLoc color White*0.3}
light_source {< 10, 40, 80> color White*0.3}
// -------------------------------------------
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
Post a reply to this message
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OK.
Many thanks.
Aldo
Chris Huff <chr### [at] maccom> wrote in message
chrishuff-615925.10314025062000@news.povray.org...
> // Persistence of Vision Ray Tracer Scene Description File
> // File: 3dHF.pov
> // Date:
> // Author: Chris Huff
> //
> // *******************************************
> // -------------------------------------------
> #include "colors.inc"
> #include "textures.inc"
> #version unofficial MegaPov 0.5;
> file://-------------------------------------------
> global_settings {
> assumed_gamma 1.8
> }
>
> #declare CamLoc = vtransform(<2, 2.5,-8>, rotate y*15);
> camera {
> location CamLoc
> up y*image_height right x*image_width
> angle 25
> look_at <0, 1, 0>
> }
>
> box {<-100, 0,-100>, < 100, 0, 100>
> texture {
> pigment {White*0.85}
> finish {
> reflection 0.15
> reflect_metallic
> conserve_energy
> }
> }
> }
> file://*******************************************
> #declare rsA = seed(7582);
> #declare rsB = seed(4385);
> #declare rsC = seed(6543);
> #declare rsD = seed(8538);
> #declare rsE = seed(5235);
>
> #macro pmRand(RS)
> (rand(RS)*2-1)
> #end
> #macro gRand(RS)
> ((rand(RS)+rand(RS)+rand(RS))/3)
> #end
> #macro gpmRand(RS)
> (gRand(RS)*2-1)
> #end
>
> #declare controlPgmt =
> file://pigment {wood
> file://pigment {wrinkles
> pigment {crackle//bozo
> phase clock
> color_map {
> // [0 color rgb <1,1,1>]
> // [1 color rgb <-1,-1,-1>]
> #declare K=0;
> #declare L=6;
> #while(K<L)
> [(K/(L-1)) color rgb < pmRand(rsA), pmRand(rsA),
> pmRand(rsA)>]
> #declare K=K+1;
> #end
> }
> // scale 0.75
> }
>
> #declare CubeSize = < 15, 15, 5>;
> #declare DispScale = 1;
>
> #declare Grid =
> union {
> #declare J=0;
> #while(J<CubeSize.x)
> #declare K=0;
> #while(K<CubeSize.y)
> #declare L=0;
> #while(L<CubeSize.z)
> #declare PosA = < J, K, L>;
> #declare PosB = < J+1, K, L>;
> #declare PosC = < J, K+1, L>;
> #declare PosD = < J, K, L+1>;
> #declare PosA = PosA+DispScale*eval_pigment(controlPgmt
> scale CubeSize, PosA);
> #declare PosB = PosB+DispScale*eval_pigment(controlPgmt
> scale CubeSize, PosB);
> #declare PosC = PosC+DispScale*eval_pigment(controlPgmt
> scale CubeSize, PosC);
> #declare PosD = PosD+DispScale*eval_pigment(controlPgmt
> scale CubeSize, PosD);
> sphere {PosA, 0.2
> texture {
> pigment {color rgb eval_pigment(controlPgmt
> scale CubeSize, PosA)*0.5+0.5}
> finish {ambient 0.7}
> }
> }
> #if(J!=CubeSize.x-1)
> cylinder {PosA, PosB, 0.1}
> #end
> #if(K!=CubeSize.y-1)
> cylinder {PosA, PosC, 0.1}
> #end
> #if(L!=CubeSize.z-1)
> cylinder {PosA, PosD, 0.1}
> #end
>
> #declare L=L+1;
> #end
> #declare K=K+1;
> #end
> #declare J=J+1;
> #end
> texture {
> pigment {color White}
> }
> }
> object {Grid
> scale 1/max(CubeSize.x, max(CubeSize.y, CubeSize.z))//scale to about
> unit-size
> translate <-0.5, 0.2,-0.5>
> rotate y*35
> scale 2
> }
> file://*******************************************
>
> light_source {<-20, 150, -100> color White}
> light_source {CamLoc color White*0.3}
>
> light_source {< 10, 40, 80> color White*0.3}
>
> // -------------------------------------------
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] maccom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Personal Web page: http://homepage.mac.com/chrishuff/
> TAG Web page: http://tag.povray.org/
Post a reply to this message
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