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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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