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fermat_spiral.pov
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fermat_spiral.pov
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#include "colors.inc"
#include "textures.inc"
#declare pol_red=texture { Polished_Chrome
pigment{ color rgb<0.8,0,0.05> }
normal { bumps 0.5 scale 0.05 }
}
#declare l=6;
#declare tex=array[l]{Yellow_Pine,Sandalwood,Rosewood,Rust,Gold_Metal,pol_red};
#declare s = seed(12345);
plane{<0,1,0>,1 hollow
texture{pigment{ bozo turbulence 0.85 scale 1.0 translate<5,0,0>
color_map { [0.5 rgb <0.20, 0.20, 1.0>]
[0.6 rgb <1,1,1>]
[1.0 rgb <0.5,0.5,0.5>]}
}
finish {ambient 1 diffuse 0} }
scale 10000}
camera {
location <10, 10, -15>
look_at <0, 0, 0>
right 16/9*x
}
light_source { <2, 5, -20> color White}
#declare TileNormal =
normal
{ gradient x 2
slope_map
{ [0 <0, 1>]
[.05 <1, 0>]
[.95 <1, 0>]
[1 <0, -1>]
}
}
plane { <0, 1, 0>, -5.2
pigment{
checker
pigment { granite color_map { [0 rgb 1][1 rgb .9] } }
pigment { granite color_map { [0 rgb .9][1 rgb .7] } }
}
finish { specular 1 }
normal
{ average normal_map
{ [1 TileNormal]
[1 TileNormal rotate y*90]
}
}
}
#declare cs = function{
spline {
000, <1,0,0>
025, <1,1,0>
050, <0,1,0>
075, <0,1,1>
100, <0,0,1>
}
}
#declare kugel=sphere{
<0,0,0>,0.2
}
#declare fermat=union{
#local turns=4;
#local stepping=0.1;
#local a=1.5;
#for(i,0,360*turns,stepping)
#declare r1=a*sqrt(radians(i));
#declare x1=r1*cos(radians(i));
#declare z1=r1*sin(radians(i));
#declare percent=i/(360*turns)*100;
object{kugel pigment{color cs(percent)} translate <x1,0,z1>}
#declare r2=-a*sqrt(radians(i));
#declare x2=r2*cos(radians(i));
#declare z2=r2*sin(radians(i));
#declare percent=(i/(360*turns)*100);
object{kugel pigment{color cs(percent)} translate <x2,0,z2>}
#end
}
object{fermat}