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- // LIQID SPRAY: SPILLED PAINT SCENE
- // ********************************
- // This scene shows how the ground plane options can be used to make
- // the spray object form puddles, and how the components_only option
- // can be used to combine different blob objects.
-
- // CAMERA AND LIGHTS
- camera {location <5, 15, -25> look_at <0, 1, 0> angle 30}
- light_source {<-5, 50, -30> rgb 1
- area_light 10, 10, 4, 4 adaptive 1}
-
- // GROUND PLANE OBJECT
- plane {y, 0
- texture {
- pigment {granite color_map {[0 rgb <.7, .5, .3>] [1 rgb <.9, .7, .4>]}}
- normal {granite -.6}
- scale 3}
- texture {
- pigment {checker rgbt 1, rgbt <.5, .3, .1, .6>}
- finish {reflection .6}
- scale 4 rotate y * -30}}
-
- // SPRAY OPTIONS
- #declare use_blob = true
- #declare components_only = true
- #declare spray_loop = true
- #declare spray_turb = .3
- #declare spin_turb = 4
- #declare angle_turb = 2
- #declare particle_count = 60
- #declare particle_life = 2
- #declare particle_dist = .3
- #declare particle_size = 1.5
- #declare particle_stretch = 1.25
- #declare evaporate = .2
- #declare nozzle_angle = 30
-
- #declare ground_plane = true
- #declare ground_reflection = 0
- #declare ground_friction = 1
- #declare puddle_scale = 2
- #declare puddle_thickness = .6
-
- // CREATE SPRAY BLOB OBJECT
- blob {threshold .5
- #declare spray_location = <8, 4.5, 5>
- #declare spray_direction = <-4, 0, -2>
- #declare spray_strength = 8
- #declare spray_color_map = color_map {[0 rgb <.8, .1, .3>]}
- #include "Spray.inc"
-
- #declare spray_seed = 10
- #declare spray_location = <5, 5, 8>
- #declare spray_direction = <-2, 0, -3>
- #declare spray_strength = 8
- #declare spray_color_map = color_map {[0 rgb <.8, .6, 0>]}
- #include "Spray.inc"
-
- #declare spray_seed = 20
- #declare spray_location = <8, 3, -1>
- #declare spray_direction = <-5, 0, 1>
- #declare spray_strength = 8
- #declare spray_color_map = color_map {[0 rgb <0, .6, .7>]}
- #include "Spray.inc"
- }
-