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"Roman Reiner" <lim### [at] gmxde> wrote:
> btw, the way you color the whole thing (the vertical cylinders in particular) is
> in this case unnecessarily circuitous. a simple gradient applied to the whole
> union is the faster and simpler solution.
>
> Regards Roman
Also spheres as opposed to sphere sweeps are fine too.
There you go:
***************************************************************
#include "colors.inc"
#include "textures.inc"
background { color Cyan }
light_source { <0, 15, -15> color White}
camera {
location <0, 0, -40>
look_at <0, 0, 0>
}
plane {<0,0,1>, 10
pigment {color Grey}
}
merge {
cylinder { < 12, 10,0>,< 12,-12,0> 1.95 }
cylinder { <-12, 10,0>,<-12,-12,0> 1.95 }
cylinder { <-12, 10,0>,< 12, 10,0> 1.95 }
cylinder { <-12,-12,0>,< 12,-12,0> 1.95 }
sphere { <-12, 10,0>, 1.95 }
sphere { < 12, 10,0>, 1.95 }
sphere { <-12,-12,0>, 1.95 }
sphere { < 12,-12,0>, 1.95 }
pigment {
gradient x
color_map {
[0.00 rgbt <0,0,1,0.7>]
[1.00 rgbt <1,0,0,0.7>]
}
scale 28
translate <-14,0,0>
}
no_shadow
}
*******************************************************
Not sure if that's wanted, but when doing this i also noticed your object isn't
centered at <0,0,0> (my version aligns with yours atm).
If you have questions concerning my version please go ahead!
Happy coding!
Regards Roman
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