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Animation How-To
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Animation How-to CD.iso
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PLY
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CHAPTER2
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DRIP
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5DRIP2.PI
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1994-01-01
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153 lines
//
// 5DRIP1.PI 5D Dripping Faucet Animation
// (formerly 4D or 3DRIP... inflation<g>)
// Polyray input file - Jeff Bowermaster
//
// This version rotates the viewpoint.
// Define the range of the animation
start_frame 0
end_frame 89
total_frames 90
define shift frame/30
outfile drip1
// Set up the camera
viewpoint {
from rotate(<8,8,-8>,<0,frame,0>)
at <0,0,0>
up <0,1,0>
angle 45
resolution 320,200
aspect 1.43
}
// Set up background color & lights
background skyblue
spot_light white,< 0,50,0>,<0,0,0>, 3, 15, 30
include "\ply\colors.inc"
define blue_glass
texture {
surface { // when experimenting, save old values
ambient yellow, 0.1 // 0.2
diffuse midnightblue, 0.2 // 0.6
specular 0.9 // 0.6
reflection white, 0.05 // 0.1
microfacet Phong 2
transmission white, 0.98, 1.5 // 0.95
}
}
// Give the initial locations of the blob points
define p11 < 1, 0, 0 >
define p12 < 0, 1, 0 >
define p13 < 0, 0, 1 >
define p14 <-1, 0, 0 >
define p15 < 0,-1, 0 >
define p16 < 0, 0,-1 >
define p21 < 2, 0, 0 >
define p22 < 0, 2, 0 >
define p23 < 0, 0, 2 >
define p24 <-2, 0, 0 >
define p25 < 0,-2, 0 >
define p26 < 0, 0,-2 >
define p31 < 3, 0, 0 >
define p32 < 0, 3, 0 >
define p33 < 0, 0, 3 >
define p34 <-3, 0, 0 >
define p35 < 0,-3, 0 >
define p36 < 0, 0,-3 >
define annoying_marble1
texture {
noise surface {
color white
position_fn 1
lookup_fn 1
octaves 3
turbulence 3
ambient 0.3
diffuse 0.8
specular 0.3
microfacet Reitz 5
color_map(
[0.0, 0.8, Yellow, Yellow*0.6]
[0.8, 1.0, Yellow*0.6,Navyblue])
}
translate <shift,0,-shift>
}
define annoying_marble2
texture {
noise surface {
color white
position_fn 1
lookup_fn 1
octaves 3
turbulence 3
ambient 0.3
diffuse 0.8
specular 0.3
microfacet Reitz 5
color_map(
[0.0, 0.8, Navyblue, Navyblue*0.6]
[0.8, 1.0, Navyblue*0.6,Yellow])
}
translate <shift,0,-shift>
}
// Create a floor
define ground
object {
polynomial y + 0.01
texture { checker annoying_marble1, annoying_marble2}
scale <6, 6, 6>
translate <0,-10,0>
}
// A blob explodes along the xyz axes
define framer frame/25
define dripper
object {
blob 0.10:
0.1, 3.0, p11*framer,
0.1, 3.0, p12*framer,
0.1, 3.0, p13*framer,
0.1, 3.0, p14*framer,
0.1, 3.0, p15*framer,
0.1, 3.0, p16*framer,
0.1, 3.0, p21*framer,
0.1, 3.0, p22*framer,
0.1, 3.0, p23*framer,
0.1, 3.0, p24*framer,
0.1, 3.0, p25*framer,
0.1, 3.0, p26*framer,
0.1, 3.0, p31*framer,
0.1, 3.0, p32*framer,
0.1, 3.0, p33*framer,
0.1, 3.0, p34*framer,
0.1, 3.0, p35*framer,
0.1, 3.0, p36*framer,
0.5, 3.0, <0,0,0>
root_solver Ferrari
u_steps 20
v_steps 20
blue_glass
}
dripper
define shift frame/30
ground { translate <-2*shift,0,2*shift> }