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In addition to playing with the random seed, try using different (small!)
values for j.
#macro Arabesque2( Param )
#declare Sd = seed(Param);
#declare Rv = <rand(Sd),rand(Sd),rand(Sd)>*500;
#local C=pigment{crackle solid
color_map{
[1/12 red 1]
[1/12 red 1 green 1][3/12 red 1 green 1]
[3/12 green 1][5/12 green 1]
[5/12 green 1 blue 1][7/12 green 1 blue 1]
[7/12 blue 1][9/12 blue 1]
[9/12 blue 1 red 1][11/12 blue 1 red 1]
[11/12 red 1]
}
}
#local G=pigment{crackle
pigment_map{[.05 rgb 0][.05 C]}
scale .1
translate Rv
warp {repeat 2*z flip z}
}
radial
pigment_map{
#local i=0;
#local j=8;
#while(i<j)
[i/j G rotate(180/j+360/j*i)*y]
[(i+1)/j G rotate(180/j+360/j*i)*y]
#local i=i+1;
#end
}
warp{repeat .5*x flip x}
warp{repeat .5*z flip z}
#end
plane {y 0 pigment {Arabesque2(8192)} finish {ambient 1}}
camera {location 3*y sky z look_at 0}
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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Ron Parker <ron### [at] povrayorg> wrote:
> In addition to playing with the random seed, try using different (small!)
> values for j.
Yep. When you posted the 12 sided thing, I saw exactly what you were doing,
and did this myself. Kinda fun to try different shapes. Larger than about
30 and things start to blend out, though.
Geoff
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On 19 Apr 2001 13:56:54 -0400, Geoff Wedig wrote:
>Ron Parker <ron### [at] povrayorg> wrote:
>
>> In addition to playing with the random seed, try using different (small!)
>> values for j.
>
>Yep. When you posted the 12 sided thing, I saw exactly what you were doing,
>and did this myself. Kinda fun to try different shapes. Larger than about
>30 and things start to blend out, though.
This one's different, though. This one has rectangular tiling, where the
other one was hexagonal. The results are similar, though.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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Ron Parker <ron### [at] povrayorg> wrote:
> On 19 Apr 2001 13:56:54 -0400, Geoff Wedig wrote:
>>Ron Parker <ron### [at] povrayorg> wrote:
>>
>>> In addition to playing with the random seed, try using different (small!)
>>> values for j.
>>
>>Yep. When you posted the 12 sided thing, I saw exactly what you were doing,
>>and did this myself. Kinda fun to try different shapes. Larger than about
>>30 and things start to blend out, though.
> This one's different, though. This one has rectangular tiling, where the
> other one was hexagonal. The results are similar, though.
Ah, I see. Yeah, neat. Now do octagons and squares combined. ;)
Geoff
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On 19 Apr 2001 14:18:41 -0400, Geoff Wedig wrote:
>Ron Parker <ron### [at] povrayorg> wrote:
>
>> On 19 Apr 2001 13:56:54 -0400, Geoff Wedig wrote:
>>>Ron Parker <ron### [at] povrayorg> wrote:
>>>
>>>> In addition to playing with the random seed, try using different (small!)
>>>> values for j.
>>>
>>>Yep. When you posted the 12 sided thing, I saw exactly what you were doing,
>>>and did this myself. Kinda fun to try different shapes. Larger than about
>>>30 and things start to blend out, though.
>
>> This one's different, though. This one has rectangular tiling, where the
>> other one was hexagonal. The results are similar, though.
>
>Ah, I see. Yeah, neat. Now do octagons and squares combined. ;)
That was what I tried to do with this, but I messed some things up. Use
the definitions from before for Sd, Rv, and C and try this:
#local G=pigment{crackle
pigment_map{[.05 rgb 0][.05 C]}
scale .2
translate Rv
warp {repeat 2*z flip z}
}
#local H=pigment {
gradient x
pigment_map {
[.5 G][.5 G translate -.5*x scale <1-sqrt(2),1,1> translate .5*x]
}
}
radial
#local i=0;
#local j=8;
pigment_map{
#while(i<j)
[i/j H rotate(180/j+360/j*i)*y]
[(i+1)/j H rotate(180/j+360/j*i)*y]
#local i=i+1;
#end
}
rotate 180/j*y
warp{repeat .5*x flip x}
warp{repeat .5*z flip z}
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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