/// basic, close in there shit, nuts and bolts #include "lightpls.pov" #include "camera.pov" #include "prmntxtr.pov" #include "cloudsb.pov" camera{Camera_X} #declare Strength = .69; //(+ or -) strength of component's radiating density #declare Radius1 = 1.5; //(0 < Radius) outer sphere of influence on other components #declare BlobCloud2=blob{ //that's a fine tater!! threshold 0.5 // threshold (0.0 < threshold <= Strength) surface falloff threshold # sphere{<-1.79, -.069,0>, Radius1*1.2, Strength} sphere{<-.869, 0.4,0.1>, Radius1*1.3, Strength} sphere{< 0, 0, 0>, Radius1*1.5, Strength scale <1,1,1>} sphere{<+0.869,-0.3,-.1>, Radius1, Strength} sphere{<+1.79,0.069,0>, Radius1*1.6, Strength} //cylinder{<-1.50,0,0>,< -0.25,1.50,0>, Radius1, Strength} // sturm scale 1 rotate<30,0,0> translate<0,1.0,-0.3> texture{ pigment{ color rgb<1,0.0,0.2> } finish { phong 1 } } } #declare CloudRidge=union{ object{BlobCloud2 scale x*2 texture {ShittiestCloudTex} translate <-30,1,0>} object{BlobCloud2 scale x*2.2 texture {ShittiestCloudTex} translate <-20,1,1.69>} object{BlobCloud2 scale x*2 texture {ShittiestCloudTex} translate <-10,1,0>} object{BlobCloud2 scale x*2.2 texture {ShittiestCloudTex} translate <0,1,1.5>} object{BlobCloud2 scale x*2 texture {ShittiestCloudTex} translate <10,1,0>} object{BlobCloud2 scale x*2.3 texture {ShittiestCloudTex} translate <20,1,1.4>} object{BlobCloud2 scale x*2 texture {ShittiestCloudTex} translate <30,1,0>} } #declare NumOfRidges=10; #declare Looper=0; #declare CloudBank=union{ #while (Looper} #declare Looper=Looper+1; #end //while } //object{CloudBank}