TUD Organische ChemieImmelGraphicsPovray 3.5isocactiView or Print this frame onlyView or Print (this frame only)

Example Graphics

(low quality jpg-image only)
isocacti

Example file (isocacti.pov):

// Persistence Of Vision raytracer version 3.5 sample file.

#include "stdinc.inc"
#include "arrays.inc"
#version 3.5;

global_settings {
assumed_gamma 1
}

sky_sphere {
pigment {gradient y
color_map {
[0 color Blue*0.6]
[1 color White]
}
}
}

#default {finish {ambient 0}}
#declare RS = seed(464786);
//----------------------------------------
#declare CamLoc = < 5, 10,-10>;
camera {
location CamLoc
up y*image_height right x*image_width
angle 45
look_at <0, 0, 0>
}

light_source {<-20, 30, -30>*3 color White*1.5}
light_source {CamLoc color rgb 0.3}
//----------------------------------------

#declare Ground =
isosurface {
function {y - f_snoise3d(x/7, 0, z/2)*0.5}
threshold 0
max_gradient 1.1
contained_by {box {<-100,-3,-100>, < 100, 1, 100>}}

/* texture {
pigment {color rgb < 1, 0.9, 0.65>}
normal {granite bump_size 0.1 scale 0.01}
}*/
texture {
pigment {color rgb < 1, 0.9, 0.65>}
normal {granite 0.2 scale 0.02}
finish {
brilliance 1.6
specular 0.3
}
}
}
object {Ground}

#declare RockColors = array[5]
{
color rgb < 0.5, 0.4, 0.35>,
color rgb < 0.4, 0.5, 0.4>,
color rgb < 0.8, 0.75, 0.65>,
color rgb 0.8,
color rgb 0.5
}

#declare CtrlPtrn = function {pattern {bozo scale < 7, 1, 2>}}
#declare L = 0;
#while(L < 750)
#declare Pt = trace(Ground, < rand(RS)*25 - 15, 10, rand(RS)*25 - 10>, -y);
#if(rand(RS) > CtrlPtrn(Pt.x, Pt.y, Pt.z))
// sphere {o, 0.03 + pow(rand(RS), 2)*0.15
isosurface {
function {f_r(x, y, z) - 1 + f_noise3d(x, y, z)*0.5}
threshold 0
contained_by {sphere {o, 1}}
#if(rand(RS) < 0.5) scale VRand_In_Box(< 1, 0.9, 1>, < 2, 1, 3>, RS) #end
rotate y*rand(RS)*360
translate -y*0.35
scale 0.03 + pow(rand(RS),2)*0.35
texture {
pigment {Rand_Array_Item(RockColors, RS)*RRand(0.1, 1, RS)}
normal {granite bump_size 0.5 scale 0.01}
}
translate Pt
}
#declare L = L + 1;
#end
#end

#macro MakeSpineBunch(Pt, Dir, Jitter, Len, BaseRad, Num)
#local L = 0;
#while(L < Num)
#local NewDir = vnormalize(Dir + Jitter*(< rand(RS), rand(RS), rand(RS)>*2 - 1));
cone {Pt, BaseRad, Pt + NewDir*Len, 0}
#local L = L + 1;
#end
#end
#macro MakeSpineRows(Body, Stretch, AltJitter, Ridges, Bunches, Spines, SpineJitter, SpineLen, SpineRad)
#declare J = 0;
#local AltDelta = 180/Bunches;
union {
#while(J < Ridges)
#declare K = 0;
#while(K < Bunches)
#declare Orig = vrotate(-y*50, x*(K + rand(RS)*AltJitter)*AltDelta);
#declare Orig = vrotate(Orig, y*(360*J/Ridges + 360/(Ridges*4)))*Stretch;
#declare PtNorm = y;
#declare Pt = trace(Body, Orig,-Orig, PtNorm);
MakeSpineBunch(Pt, PtNorm, SpineJitter, SpineLen, SpineRad, Spines)
#declare K = K + 1;
#end
#declare J = J + 1;
#end
}
#end

#declare sinw = function (x) {(sin(x) + 1)/2}

#declare Ridges = 40;
#declare RidgeDepth = 0.075;

#declare cactus1Body =
isosurface {
function {sqrt(x*x + pow(y - sqrt((x*x/4) + (z*z/4))*1.5, 2) + z*z) - 1 -
(sin(atan2(x, z)*Ridges)*0.5*RidgeDepth)
}
threshold 0
max_gradient 5

contained_by {sphere {< 0, 0, 0>, 3.1}}
texture {
pigment {radial
color_map {
[0 color rgb < 0.3, 0.85, 0.4>*0.8]
[0.65 color rgb < 0.3, 0.85, 0.4>*0.8]
[1 color rgb < 0.3, 0.85, 0.4>*0.2]
}
frequency Ridges sine_wave
}
normal {dents 0.1 poly_wave 2 scale < 1, 0.15, 1>}
}
}
#declare Cactus1 =
union {
object {cactus1Body}
object {MakeSpineRows(cactus1Body, 1, 0.2, Ridges, 24, 3, 0.5, 1, 0.01)
texture {pigment {color rgb < 0.98, 0.98, 0.5>}}
}
scale < 1, 0.75, 1>
translate y*0.35
}


#declare Ridges = 32;
#declare RidgeDepth = 0.1;
#declare cactus2Body =

isosurface {
function {
f_r(x, y*0.35, z) - 1 - sqrt(x*x + z*z)*0.2
- (sinw(atan2(x, z)*Ridges)*RidgeDepth)
}
threshold 0
max_gradient 5
contained_by {sphere {< 0, 0, 0>, 3.1}}
texture {
pigment {color rgb < 0.3, 0.85, 0.4>}
normal {bozo 0.1 scale < 1, 0.15, 1>}
}
}

#declare Cactus2 =
union {
object {cactus2Body}
object {MakeSpineRows(cactus2Body, < 1, 3, 1>, 1, Ridges, 64, 3, 1, 0.5, 0.01)
texture {pigment {color rgb < 0.98, 0.98, 0.5>}}
}
translate y*2
}



#declare Ridges = 75;
#declare RidgeDepth = 0.05;
#declare cactus3Body =

isosurface {
function {
sqrt(x*x + pow((y/1.5),2) + z*z) - 1 - sqrt(x*x + z*z)*0.2
- (sinw(atan2(x, z)*Ridges)*RidgeDepth)
}
threshold 0
max_gradient 5
contained_by {sphere {< 0, 0, 0>, 3.1}}
texture {
pigment {color rgb < 0.1, 0.5, 0.25>}
normal {bozo 0.1 scale 0.15}
}
}
#declare Cactus3 =
union {
object {cactus3Body}
object {MakeSpineRows(cactus3Body, < 1, 1.5, 1>, 1, Ridges, 24, 5, 1, 0.35, 0.01)
texture {pigment {color rgb < 0.98, 0.98, 0.85>}}
}
translate y*1.25
}

object {Cactus1 translate < 3, 0,-3>}
object {Cactus2}
object {Cactus3 translate <-2, 0,-3.5>}

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

© Copyright PD Dr. S. Immel