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- // OBJECT EXPLODER: SAMPLE FILE 3
- // ******************************
- // This scene illustrates how adjusting the particle object of an
- // explosion via the "particle_object" 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 <0, 0, 1>] [1 rgb <1, 0, 1>]}}
- finish {phong .3 phong_size 35}}
-
- #declare particle_texture = texture {
- pigment {bozo color_map {[0 rgb <.2, .2, .5>] [1 rgb <.5, .2, .5>]}}
- finish {phong .2 phong_size 25}}
-
- #declare explode_clock = .1
- #declare object_hollow = false
-
- // DEFAULT PARTICLE OBJECT: box {<-.5, -.5, -.5>, <.5, .5, .5>}
- object {#include "Explode.inc" translate <-5, 0, 0>}
-
- // PARTICLE OBJECT EXAMPLE 2: sphere
- #declare particle_object = sphere {<0, 0, 0>, .5}
- object {#include "Explode.inc"}
-
- // PARTICLE OBJECT EXAMPLE 3: cone
- #declare particle_object = cone {<0, -.75, 0>, .75, <0, .5, 0>, 0}
- object {#include "Explode.inc" translate <5, 0, 0>}
-