Utilisation : Les liens ne sont pas apparents. Pour obtenir des informations sur un mot clé, cliquez-le dans le script !
// Persistence of Vision Raytracer Version 3.5 Scene Description File // File: trace2.pov // Last updated: 8/25/01 // Author: Chris Huff // Description: pins on a height field...animated. #declare GridXRes = 16; #declare GridZRes = 16; // Total # of pins will be GridXRes*GridZRes...be careful // not to use too high of a number. #declare PinHeight = 0.25; #version 3.5; #include "functions.inc" #include "math.inc" #include "consts.inc" #include "colors.inc" //------------------- global_settings {assumed_gamma 1} #default {finish {ambient 0 diffuse 1}} #declare CamLoc = <3, 4,-5>; camera { location CamLoc look_at <0, 0, 0> angle 24 } light_source {CamLoc color White*0.35} light_source {<-50, 150,-75> color White} //--------------------------------------- #declare Land = isosurface { function {y + f_noise3d(x, y+clock*2, z)} threshold 0 max_gradient 1.75 contained_by {box {<-1.1,-1,-1.1>, <1.1, 1, 1.1>}} translate y*0.75 } union { #declare J = 0; #while (J < GridXRes) #declare K = 0; #while (K < GridZRes) #declare stPt = <2*J/(GridXRes-1) - 1, 10, 2*K/(GridZRes-1) - 1>; #declare iNorm = y; #declare iPt = trace(Land, stPt,-y, iNorm); #if (!VZero(iNorm)) cylinder {iPt, iPt + iNorm*PinHeight, 0.01} #end #declare K = K + 1; #end #declare J = J + 1; #end texture { pigment {color Green} finish {specular 1} } } object {Land texture { pigment {color White} finish {specular 1} } }
Et voici ce que nous obtenons (cliquez l'image pour télécharger l'animation (512 Ko)) :
