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This scene is a demo of my eval_pattern patch, it also uses my cloth
pattern and the solid pattern. Note that my most recently released patch
includes the reflectivity patch, which I plan to remove in the next
version. I have a few things I would like to change about it, and it
isn't backwards compatable.
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#version 3.1;
//-------------------------------------------
#declare groundPlane = yes;
//-------------------------------------------
global_settings {
assumed_gamma 1.8
}
camera {
location < 2, 4, -6>
angle 35
look_at < 0, 1, 0 >
}
#if(groundPlane = yes)
plane {y, 0
texture {
pigment {cloth
scallop_wave
color_map {
[0 color Gray65]
[1 color White]
}
}
finish {
diffuse 1
ambient 0
// reflection 0.2
}
}
}
#end
//*******************************************
#declare xSize = 80;
#declare zSize = 80;
union {
#declare J=0;
#while(J< xSize)
#declare L=0;
#while(L< zSize)
#declare Pos = <(J-(xSize/2))/xSize, 0,
(L-(zSize/2))/zSize>*2;
#declare Val = eval_pattern(crackle, Pos);
// #declare Val = eval_pattern(bozo scale 0.5, Pos);
sphere {< (1/xSize)/2, 0.01, (1/zSize)/2>, 0.01
pigment {solid Val
color_map {
[0 color Blue]
[0.3 color Red]
[0.67 color Yellow]
[1 color White]
}
}
finish {ambient 1 diffuse 1}
translate Pos + y*Val
}
#declare L=L+1;
#end
#declare J=J+1;
#end
scale 2
}
//*******************************************
light_source { < -30, 75, -60 >*100 color White }
light_source { < 30, 15, -30 >*100 color White*0.25}
//-------------------------------------------
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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