a little tidy

This commit is contained in:
mmoser committed 2016-03-11 19:46:23 -06:00
1 parent 9cd48b5919
commit ecf9bd5141
32 files changed
+133 -134

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-65
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@@ -1,65 +0,0 @@
#version 3.7;
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
background {rgb <1,0.9,0.9>}
camera {right 1.78*x location <1.6,5,-6> look_at <1.5,0,1.5> angle 40}
light_source {<500,500,-500> rgb 1 }
#declare B11=<0,0,3>; #declare B12=<1,0,3>; //
#declare B13=<2,0,3>; #declare B14=<3,0,3>; // row 1
#declare B21=<0,0,2>; #declare B22=<1,0,2>; //
#declare B23=<2,0,2>; #declare B24=<3,0,2>; // row 2
#declare B31=<0,0,1>; #declare B32=<1,0,1>; //
#declare B33=<2,0,1>; #declare B34=<3,0,1>; // row 3
#declare B41=<0,0,0>; #declare B42=<1,0,0>; //
#declare B43=<2,0,0>; #declare B44=<3,0,0>; // row 4
bicubic_patch {
type 1 flatness 0.001
u_steps 4 v_steps 4
uv_vectors
<0,0> <1,0> <1,1> <0,1>
B11, B12, B13, B14
B21, B22, B23, B24
B31, B32, B33, B34
B41, B42, B43, B44
uv_mapping
texture {
pigment {
checker
color rgbf <1,1,1,0.5>
color rgbf <0,0,1,0.7>
scale 1/3
}
finish {phong 0.6 phong_size 20}
}
no_shadow
}
#declare Points=array[16]{
B11, B12, B13, B14
B21, B22, B23, B24
B31, B32, B33, B34
B41, B42, B43, B44
}
#declare I=0;
#while (I<16)
sphere {
Points[I],0.1
no_shadow
pigment{
#if (I=0|I=3|I=12|I=15)
color rgb <1,0,0>
#else
color rgb <0,1,1>
#end
}
}
#declare I=I+1;
#end
+58 -57
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@@ -1,67 +1,68 @@
#version 3.7;
#include "colors.inc"
#include "rand.inc"
#version 3.7;
#include "colors.inc"
#include "rand.inc"
global_settings {
assumed_gamma 1.8
global_settings {
assumed_gamma 1.8
}
camera {
right 1.78*x
location <-25, -75.1, -60>
look_at 0.1
angle 30
}
background { color rgb <.25, .63, 1> }
light_source { <300, 300, -1000> White }
#declare half_torus = difference {
torus {
4,1
sturm
rotate x*-90 // so we can see it from the top
}
box { <-5, -5, -1>, <5, 0, 1> }
}
#declare chain_segment = cylinder { <0,4,0>, <0,-4,0>, 1 }
camera {
right 1.78*x
location <-25, -75.1, -60>
look_at 0.1
angle 30
#declare flip_it = x*180;
#declare torus_trans = 8;
#declare link_trans = torus_trans*2-2*y;
#declare chain_texture = texture {
pigment { color rgb <.49, .56, .59> }
finish {
ambient .1
diffuse .4
reflection .35
specular 1
metallic
}
}
background { color rgb <.46, .09, .06> }
#declare chain_link = union {
object { half_torus translate y*torus_trans/2 }
object { half_torus rotate flip_it translate -y*torus_trans/2 }
object { chain_segment translate x*torus_trans/2 }
object { chain_segment translate -x*torus_trans/2 }
translate y*60
}
light_source { <300, 300, -1000> White }
#declare chain = union {
#declare I = 0;
#while(I <= 8)
#declare R = mod(I,2);
object { chain_link translate -y*link_trans*I rotate y*( (90*R) + ( RRand(-30, 30, 1 ) ) ) }
#declare I = I + 1;
#end
}
#declare half_torus = difference {
torus {
4,1
sturm
rotate x*-90 // so we can see it from the top
}
box { <-5, -5, -1>, <5, 0, 1> }
}
#declare chain_segment = cylinder { <0,4,0>, <0,-4,0>, 1 }
#declare flip_it = x*180;
#declare torus_trans = 8;
#declare link_trans = torus_trans*2-2*y;
#declare chain_texture = texture {
pigment { color rgb <.49, .56, .59> }
finish {
ambient .1
diffuse .4
reflection .35
specular 1
metallic
}
}
#declare chain_link = union {
object { half_torus translate y*torus_trans/2 }
object { half_torus rotate flip_it translate -y*torus_trans/2 }
object { chain_segment translate x*torus_trans/2 }
object { chain_segment translate -x*torus_trans/2 }
translate y*60
}
#declare chain = union {
#declare I = 0;
#while(I <= 8)
#declare R = mod(I,2);
object { chain_link translate -y*link_trans*I rotate y*( (90*R) + ( RRand(-30, 30, 1 ) ) ) }
#declare I = I + 1;
#end
}
//======= RENDER
object { chain scale .45 texture { chain_texture } }
object { chain scale .45 texture { chain_texture } translate < 10, -10, -20 > rotate y*20 }
object { chain scale .45 texture { chain_texture } translate < 10, 30, 20 > rotate y*30 }
object { chain scale .45 texture { chain_texture } }
object { chain scale .45 texture { chain_texture } translate < 10, -10, -20 > rotate y*20 }
object { chain scale .45 texture { chain_texture } translate < 18, -30, -20 > rotate y*22 }
object { chain scale .45 texture { chain_texture } translate < 10, 30, 20 > rotate y*30 }
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+10 -12
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@@ -4,15 +4,15 @@
;
; SAMPLE POVRAY.INI FILE
;
; The general form of the options is "Variable=value". Everything
; between the equals sign and the end of the line is considered part
; of the value. The spacing and layout is free-form but only one option
; per line is allowed. Variables and values are not case-sensitive.
; The general form of the options is "Variable=value". Everything
; between the equals sign and the end of the line is considered part
; of the value. The spacing and layout is free-form but only one option
; per line is allowed. Variables and values are not case-sensitive.
;
; Note: characters after a semi-colon are treated as a comment
;
; Traditional POV-Ray switches beginning with + or - are also allowed
; and they may be given with more than one switch per line.
; and they may be given with more than one switch per line.
;
; Add your own options at the bottom and/or edit these to suit. See the
; general documentation for full instructions on how to use INI options.
@@ -20,11 +20,11 @@
; Width of image in pixels. Accepts integer values.
;Width = 800
Width = 1280
; Height of image in pixels. Accepts integer values.
;Height = 600
Height = 720
; Sets minimum number of objects before auto bounding kicks in.
Bounding_Threshold = 3
;
@@ -56,9 +56,9 @@ Verbose=On
;; found in the current directory. New directories are added to the
;; search path, up to a maximum of 25.
Library_Path="/usr/local/Cellar/povray/3.7.0.0/share/povray-3.7"
Library_Path="/usr/local/Cellar/povray/3.7.0.0/share/povray-3.7/ini"
Library_Path="/usr/local/Cellar/povray/3.7.0.0/share/povray-3.7/include"
Library_Path="/usr/local/share/povray-3.7"
Library_Path="/usr/local/share/povray-3.7/ini"
Library_Path="/usr/local/share/povray-3.7/include"
Library_Path="./inc"
;; File output type control.
@@ -77,5 +77,3 @@ Dither_Method=B4
Antialias=true
Sampling_Method=2
+65
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#version 3.7;
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
background {rgb <1,0.9,0.9>}
camera {right 1.78*x location <1.6,5,-6> look_at <1.5,0,1.5> angle 40}
light_source {<500,500,-500> rgb 1 }
#declare B11=<0,0,3>; #declare B12=<1,0,3>; //
#declare B13=<2,0,3>; #declare B14=<3,0,3>; // row 1
#declare B21=<0,0,2>; #declare B22=<1,0,2>; //
#declare B23=<2,0,2>; #declare B24=<3,0,2>; // row 2
#declare B31=<0,0,1>; #declare B32=<1,0,1>; //
#declare B33=<2,0,1>; #declare B34=<3,0,1>; // row 3
#declare B41=<0,0,0>; #declare B42=<1,0,0>; //
#declare B43=<2,0,0>; #declare B44=<3,0,0>; // row 4
bicubic_patch {
type 1 flatness 0.001
u_steps 4 v_steps 4
uv_vectors
<0,0> <1,0> <1,1> <0,1>
B11, B12, B13, B14
B21, B22, B23, B24
B31, B32, B33, B34
B41, B42, B43, B44
uv_mapping
texture {
pigment {
checker
color rgbf <1,1,1,0.5>
color rgbf <0,0,1,0.7>
scale 1/3
}
finish {phong 0.6 phong_size 20}
}
no_shadow
}
#declare Points=array[16]{
B11, B12, B13, B14
B21, B22, B23, B24
B31, B32, B33, B34
B41, B42, B43, B44
}
#declare I=0;
#while (I<16)
sphere {
Points[I],0.1
no_shadow
pigment{
#if (I=0|I=3|I=12|I=15)
color rgb <1,0,0>
#else
color rgb <0,1,1>
#end
}
}
#declare I=I+1;
#end
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