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In addition to the possibility of design the y-modulation symmetric to an axis of rotation you can use factors which are depending from the x or uz direction as well by sin(A) and cos(a).
#declare Ball = sphere{<0,0,0>,0.25 texture{ pigment{color rgb<1,0.65,0>} finish {ambient 0.1 diffuse 0.9 phong 1} }// end of texture }// end of sphere #declare E = 5; #declare Z = -E; // start value Z #declare EndZ = E; // end value Z #declare Step = 0.2;// step value #while ( Z < EndZ + Step)//-------------- loop start Z #declare X = -E; // start value X #declare EndX = E; // end value X #while ( X < EndX + Step)//----------- loop start X object{Ball translate<X,0.1*X*sin(Z)+0.1*Z*cos(X),Z>} #declare X = X + Step; // next X value #end // -------------------------------- loop end X #declare Z = Z + Step; // next Z value #end // ----------------------------------- loop end Z
With a little variation you will get the classic flying carpet:
object{Ball translate<X,0.05*(X*sin(X-Z)+Z*cos(X*Z)),Z>}
A variation with more parallel waves you will get by this modulation:
object{Ball translate<X,0.05*X*sin(X-2*Z)+ 0.1*Z*cos(3*X-Z),Z>}
A great chaotic heap of snakes brings the following variation:
object{Ball translate<X,0.1*X*sin(X-Z)- 0.2*((Z/X)+1)*cos(X*Z),Z>}
© Friedrich A. Lohmüller, 2004 email: (legacy email redacted) homepage: |