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Code Snippet:
#declare blur_proximity_pattern= true;
/* ... */
object {
test_object
#if( use_df3_proximity_pattern )
texture {
pigment_pattern {
average
pigment_map {
#if( blur_proximity_pattern = false )
[ 0.5 df3_pattern ]
#else
#declare n = 0;
#while ( n < 60 )
[ 0.5 df3_pattern translate (halton3D( n )-<0.5,0.5,0.5>)*7.5 ]
#declare n = n + 1;
#end
#end
#if( add_noise = true )
[ 0.1 slope { y altitude <0,1,0> } color_map { [0 rgb 1] [1 rgb 0] } scale
120 ]
[ 0.4 bozo color_map { [0 rgb 0] [1 rgb 1] } scale 4 ]
[ 0.3 bozo color_map { [0 rgb 0] [1 rgb 1] } scale 1 ]
[ 0.2 bozo color_map { [0 rgb 0] [1 rgb 1] } scale 0.33 ]
[ 0.1 bozo color_map { [0 rgb 0] [1 rgb 1] } scale 0.1 ]
#end
}
}
texture_map {
#if( bronze = true )
[ 0.46 shiny_brass ]
[ 0.49 dull_brass ]
[ 0.57 dull_brass ]
[ 0.64 corroded_brass]
#else
[ 0.3 pigment { color rgb <0.837064, 0.814426, 0.762936> } ]
[ 0.5 pigment { color rgb <0.625, 0.5729, 0.454396> } ]
[ 0.6 pigment { color rgb <0.3854, 0.395833, 0.1875> } ]
#end
}
}
#else
pigment { rgb 1 }
#end
}
Cheers,
Edouard.
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