POV-Ray : Newsgroups : povray.advanced-users : Blob query (cracks) : Re: Blob query (cracks) Server Time
28 Jul 2024 18:12:28 EDT (-0400)
  Re: Blob query (cracks)  
From: evbarry
Date: 26 Aug 2004 18:35:01
Message: <web.412e6531c390baa527ea81b0@news.povray.org>
Le Forgeron <jgr### [at] freelocalhost> wrote:

>
> > The cracks disappear if I replace spheres with very short cylinders. Of
> > course it takes 3 times longer to render!
> >
> >
>
> All I get is plain black screen...
> What about giving the camera and light source too (along with AstTex...)

I suppose that wasn't very helpful... Here it is



camera {
  location  0
  direction 1*z
  up        z
  sky       z
  right     4/3*x
  look_at   y
}

light_source {
  <0.5,-0.5,0.5>*10000000
  color rgb 1
}

#declare AstTex =
texture {
 pigment {
   bozo
   turbulence 1
  //frequency 2
  octaves 6
  omega 0.85
  color_map {
     [0.0 color rgb 0.35]
   [0.66 color rgb 0.65]
   [1 color rgb 0.75]
   }
  scale 0.2
 }
 finish { ambient 0.2 diffuse 0.8 }
}

#declare AstObjs1 = 150;
#declare AstObjs2 = 0;
#declare AstSeed1 = 0;

#ifndef (AstSeed1)
#declare AstSeed1 = 0;
#end

#ifndef (AstSeed2)
#declare AstSeed2 = 1;
#end

#ifndef (AstSeed13)
#declare AstSeed3 = 2;
#end

#ifndef (AstObjs1)
#declare AstObjs1 = 50;
#end

#ifndef (AstObjs2)
#declare AstObjs2 = 50;
#end

#ifndef (AstObjs3)
#declare AstObjs3 = 50;
#end

#ifndef (AR1) #declare AR1 = seed(AstSeed1); #end
#ifndef (AR2) #declare AR2 = seed(AstSeed2); #end
#ifndef (AR3) #declare AR3 = seed(AstSeed3); #end

blob {
 threshold 0.8

 #declare AL = 0;
 #while (AL < AstObjs1)
 sphere { <0.5, 0, 0>, 0.5, 0.25+0.75*rand(AR1)
                scale x+y/4*3+z/4*3
  rotate 3600*rand(AR1)*x+3600*rand(AR1)*y+3600*rand(AR1)*z
 }
 #declare AL = AL + 1;
 #end

 #declare AL = 0;
 #while (AL < AstObjs2)
 sphere { <0, 0, 0>, 0.25, -0.75-0.25*rand(AR2)
  scale 0.75*x+y+z
  translate 0.75*x
  rotate 3600*rand(AR2)*x+3600*rand(AR2)*y+3600*rand(AR2)*z
        }
 #declare AL = AL + 1;
 #end

 sturm
 texture { AstTex } scale 800 rotate 0*z translate 2000*y
}


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