Here it is an example how to combine Isosurface command, and functions to create a picture of objects floating on the sea.
Please following the code below:
// POV-Ray 3.7 Scene File "Prova8.pov"
// author: Max
// Date: 14/03/2015
//--------------------------------------------------------------------------
#version 3.7;
global_settings{ assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 }}
//--------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"
//--------------------------------------------------------------------------
// camera ------------------------------------------------------------------
#declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75 // vista frontale
location <0.0 , 3.0 ,-12.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
camera{Camera_0}
// sole ---------------------------------------------------------------------
light_source{<-2500,2500,-2500> color White}
// cielo ---------------------------------------------------------------------
plane{<0,2,0>,2 hollow
texture{ pigment{ bozo turbulence 0.95
color_map { [0.00 rgb <0.25, 0.30, 1.0>*0.7]
[0.50 rgb <0.25, 0.30, 1.0>*0.7]
[0.70 rgb <1,1,0.9>]
[0.85 rgb <0.25,0.25,0.25>]
[1.0 rgb <0.5,0.5,0.5>]}
scale<1,1,1.5>*2.5 translate< 0,0,0>
}
finish {ambient 1 diffuse 0} }
scale 10000}
// nebbia sullo sfondo -------------------------------------------------
fog { fog_type 2
distance 75
color White
fog_offset 0.1
fog_alt 2.5
turbulence 1.8
}
// -------------------------------------------------------------------
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
#declare Acqua_trama = texture{ Polished_Chrome }
// pigmento per la modulazione Isosurface
// e trama pigmento delle normali
#declare Pigmento_01 =
pigment { bumps
turbulence 0.17
scale <2,1,1>
} // fine pigmento
//---------------------------------------
#declare Pigmento_funzione_01 =
function {
pigment { Pigmento_01 }
} // fine della funzione
//---------------------------------------
// dimensioni x/z della scatola Isosurface
#local Scala_x = 20;
#local Scala_z = 14;
#local Iso_inizio =<-Scala_x,-1.0,-Scala_z>;
#local Iso_fine =< Scala_x, 1.0, Scala_z>;
//---------------------------------------
isosurface {
function{
y
-Pigmento_funzione_01(x, y, z).gray* 0.92
} //
contained_by { box {Iso_inizio,Iso_fine} }
accuracy 0.01
max_gradient 2
texture{ Polished_Chrome
normal { pigment_pattern { Pigmento_01 } }
}
// non scalare la Isosurface!
// scalare il Pigmento_01 se necessario!
translate <0, -0.3, 0>
} // fine di isosurface ------------------------
//---------------------------------------------
difference{ // ci allontaniamo dalla trama del pigmento
plane{<0,1,0>, 0 }
box { Iso_inizio,Iso_fine }
texture{
Acqua_trama
normal{
pigment_pattern{ Pigmento_01 }, 5}
}
translate<0,0.0,0>
}
//cornice di legno
difference{
box{ <-7.00,-1.00, 0.00>,< 0.00, 0.50, 7.00> }
box{ <-6.70,-1.11, 0.50>,<-0.50, 0.61, 6.70> }
texture { T_Wood1
finish { phong 1 }
} // end of texture
rotate<0,45,0> translate<0,0,-5>
} // fine della cornice ---------------------------
//sfera galleggiante
sphere { <0,0.2,0>, 1
texture { T_Wood3
finish { phong 1.0 reflection 0.01}
}
scale<1,1,1>
} // fine della sfera -----------------------------------
Here is the picture generated by the code.
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