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"etrask" <et7### [at] yahoocom> wrote:
> Very cool...
Thanks!
> Can we get the source to the first picture you posted? The code you posted
> is too advanced for me, and I want to render it in 1600x1200 for a
> wallpaper.
Sorry, I've only got modified versions here at home: the original is on my
machine at work. This one is pretty close, though. To get closer, play with
the H variable in the Ground isosurface, & the scale parameter in TStain.
Also play with the gradient vector & turbulence.
Warning: this can be very slow to render with high anti-alias.
// Persistence of Vision Ray Tracer Scene Description File
// File: Sandstone.pov
// Vers: 3.6
// Desc:
// Date: 2006.02.06
// Auth: PM 2Ring
//
// -F -A0.5 +AM2 +R1
// -d +W1200 +H900 +A0.1 +AM2 +R3
// -d +A0.2 +AM2 +R2
//
//#include "colors.inc"
#include "functions.inc"
global_settings {
assumed_gamma 1.0
}
//---The textures---------------------------------------------------------
#declare Sandy = color rgb<1, .9, .65>;
#declare Transmit = .8;
#declare CM_Sandstone =
colour_map{
[0.3 rgbt <1, 1, 1, 1.2*Transmit>]
[0.4 rgbt <1, 0, 0, Transmit>]
[0.41 rgbt <0.5, 0.3, 0.1, .5*Transmit>]
[0.42 rgbt <1, 0, 0, .75*Transmit>]
[0.6 rgbt <1, 0.5, 0, Transmit>]
[0.7 rgbt <1, 1, 1, .5*Transmit>]
}
#declare FSandstone =
finish{
diffuse 0.85 ambient 0.05
}
#declare TSandstone =
texture{
pigment {Sandy}
finish{FSandstone}
}
#declare TStain = texture{
pigment{
//agate
gradient <.3, 2, .1>//2
turbulence 0.15
colour_map{CM_Sandstone}
scale 0.75
}
finish{FSandstone}
}
#declare TSandstone2 =
texture{TSandstone}
texture{TStain}
//---The objects---------------------------------------------------------
#declare f_Height = function{0.5*f_wrinkles(x*.4, y*.4, z*.4)}
#declare H = 0.6;
#declare Ground =
isosurface {
function {(y - f_Height(x, 0, z))/H}
max_gradient 2.0
contained_by {box {<-4,-5,-4>, < 4, 1, 4>}}
accuracy 1e-3
}
//---The scene---------------------------------------------------------
object{Ground texture{TSandstone2 translate 17.123}}
#declare CamPos = <0.45, 6, -8>* .35;
//#declare CamPos = 4*y;
camera {
location CamPos
direction z
right x*image_width/image_height up y
look_at y* 0.25
angle 40
}
light_source {
<-0.5, 1, -1> * 8
#if(1)
rgb 1.15 // 1.75
#else
rgb 45
fade_distance 1.25 fade_power 2
#end
}
//---The end---------------------------------------------------------
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