home *** CD-ROM | disk | FTP | other *** search
- // OBJECT EXPLODER: SAMPLE FILE 1
- // ******************************
- // This scene illustrates how adding turbulence to an explosion via the
- // "exp_turb" variable affects the Object Exploder output.
-
- // CAMERA AND LIGHTS
- camera {location <5, 10, -15> look_at <0, 0, 0> angle 50}
- light_source {<-10, 0, -50> rgb 1}
- light_source {<20, 40, 10> rgb 1}
-
- // EXPLOSION PARAMETERS
- #declare explode_object = sphere {<0, 0, 0>, 1
- pigment {bozo color_map {[0 rgb <1, 0, 0>] [1 rgb <1, 1, 0>]}}
- finish {phong .3 phong_size 35}}
-
- #declare particle_texture = texture {
- pigment {bozo color_map {[0 rgb <.5, .2, .2>] [1 rgb <.5, .5, .2>]}}
- finish {phong .2 phong_size 25}}
-
- #declare explode_clock = .1
- #declare object_hollow = false
-
- // FIRST OBJECT: NO TURBULENCE
- object {#include "Explode.inc" translate <-5, 0, 0>}
-
- // SECOND OBJECT: LOW TURBULENCE
- #declare exp_turb = .1
- object {#include "Explode.inc"}
-
- // THIRD OBJECT: HIGH TURBULENCE
- #declare exp_turb = 1
- object {#include "Explode.inc" translate <5, 0, 0>}
-