POV-Ray : Newsgroups : povray.binaries.images : Subject: Re: First Post. : Re: Subject: Re: First Post. Server Time
8 Aug 2024 12:24:47 EDT (-0400)
  Re: Subject: Re: First Post.  
From: PM 2Ring
Date: 18 Jul 2005 05:10:01
Message: <web.42db70b2105a12654307bcfb0@news.povray.org>
"Mike Williams" <nos### [at] econymdemoncouk> wrote:
> I managed to create a procedural version that has the black grout lines
> between the tiles. The "scale 1.0472" was determined by trial and error,
> looking at a region 5000 units away from the origin to magnify the
> discrepancies. I guess that 1.0472 should really be some expression
> containing things like pi and sin(pi/3), but I can't work it out.

Here's my version.

// Persistence of Vision Ray Tracer Scene Description File
//
// Tile pigment & normal from a function. Based on code from:
//
// From: Mike Williams
// Subject: Re: First Post.
// Date: 13 Jul 2005 18:23:50
// Message: <F1Q### [at] econymdemoncouk>
//
// -f -a0.4 +AM2 +R2
// -D +A0.1 +AM2 +R3
// -D +A0.15 +AM2 +R4
//

#version 3.6;

global_settings {
  assumed_gamma 1.0
  max_trace_level 10
}

#include "colors.inc"
#include "stones1.inc"

// ---Textures-----------------------------

#declare Ang = pi*2/3;
#declare S=sin(Ang);
#declare C=cos(Ang);

#declare f_Tile = function {sin(x-pi/2) * sin(x*C+z*S) * sin(x*C-z*S) / 4}

#declare GW = 0.0025;
#declare NTile = normal{function{-0.75*GW/abs(f_Tile(x,y,z))}}

//------------- White Marble with gray veining. Note: some of these textures
contain crand!!!

#declare T_Stone17 =
texture{T_Grnt20 scale <1, 2, 2> rotate <0, 0, -30>
        finish{ambient 0.2 diffuse 0.9} normal{NTile 2 scale 1/2 }
}
texture{T_Grnt8a scale <2.5, 4.5, 3.5> rotate <0, 0, 40>
        finish{phong 1.0 phong_size 90}
}
texture{T_Crack3 scale <1, 2, 1.4> rotate <10, 0, -20>
        finish{phong 1.0 phong_size 90  reflection 0.1}
}

//------------- Brown & Olive Marble. Now without white veining
#declare T_Stone20 =
texture{T_Grnt27 scale <0.7, 0.99, 0.7> rotate <0, 0, 40> normal{NTile 5
scale 1/5 }}
texture{T_Grnt12a scale <1, 1.3, 2> rotate <0, 0, 40>}
texture{T_Crack1 scale <1, 0.6, 1> rotate <10, 0, -20>
        finish{phong 1.0 phong_size 90 reflection 0.1}
}

#declare TGrout =
texture{
  pigment{rgb 1.125}
  finish{ambient 0.05 diffuse 0.95}
  normal{granite .2 scale .080 bump_size .275}
}

#declare T0 = texture {TGrout scale 1 }  // texture for grout
#declare T1 = texture {T_Stone20 scale 5 }  // Texture for hexagons
#declare T2 = texture {T_Stone17 scale 2 }  // texture for triangles

#declare TFloor =
texture {
  function{f_Tile(x,y,z)}
  texture_map { [.5-GW T2][.5-GW T0][.5+GW T0][.5+GW T1] } phase .5
}

#declare TMetal =
texture {
  pigment {rgb <0.95,0.95,1.0>*.9}
  finish{
    diffuse 0.15 ambient 0.0
    specular 0.50 roughness 1e-5
    reflection {0.55,0.65 metallic}
    conserve_energy
  }
}

// ---Objects------------------------------

#declare Floor =
plane {y,0
  texture {
    //TGrout
    TFloor
    scale .5
  }
}

// reflective post
#declare BRad = 0.25;
#declare PY = 5;
#declare Post = cylinder{0, y*PY*BRad, BRad texture {TMetal}}

// ---Scene--------------------------------

camera {
  location  <0.0, 4, -8> * 1
  look_at   -y*.5
  angle 36
  right     x*image_width/image_height up y
  direction z
}

light_source {<-30, 30, -30> rgb 1}

#if(0)
sky_sphere {
  pigment {
    gradient y
    color_map {
      [0.0 rgb <0.6,0.7,1.0>]
      [0.7 rgb <0.0,0.1,0.8>]
    }
  }
}
#end

object{Floor}
//object{Post}

// ----------------------------------------


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