// POV-Ray 3.6/3.7 include file "Palm_2.inc" // author: Friedrich A, Lohmueller, Jan-2006, May-2014 // homepage: www.f-lohmueller.de/ //------------------------------------------------------------------------ #ifndef( Palm_2_Inc_Temp) #declare Palm_2_Inc_Temp = version; #version 3.6; //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- #ifndef( Colors_Inc_Temp) #include "colors.inc" #end #ifndef( Textures_Inc_Temp) #include "textures.inc" #end //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //------------------------------------------------------------------------------ ///////// #macro Palm_2( Palm___Height, Number_of___Arms ) //-------------------------------------------------------------- //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- #local Palm_Texture = texture{ pigment{ color rgb<0.7,1.0,0.1>} normal { bumps 0.25 scale <1,0.002,0.5>} finish { reflection 0.1 phong 0.7 } } //----------------------------------------- #local Trunk_Texture = texture{ pigment{ color rgb< 0.75, 0.5, 0.30>*0.7} normal { bumps 1.0 scale<0.005,0.2,0.005>} finish { phong 0.1} } //----------------------------------------- //--------------------------------------------------------------------------------------- // tried a simpler kind of leaf finger #declare Oleaf = sphere { <1, 0, 1.732> 2.01 clipped_by{sphere {<1,0,-1.732>,2 scale<1,0.03,0.5> }} } //------------------- //--------------------------------------------------------------------------------------- #local Random1 = seed (1021); //added some random in the leaf finger positions #local Random2 = seed (1022); #local Random3 = seed (1023); #macro Palm_Head( Number_of_Arms ) // basical algorithm by Tsutomu Higo union{ #local Cno = Number_of_Arms; #local Cn =0; #while (Cn ,<0,1.05,0>, 0.3*(1-Ct/Cto)+0.05 scale<0.7,0.9,0.4>} #if ( Ct/2 = int(Ct/2) ) object { Oleaf scale ScFactor* rotate z*Ct/Cto*50 -3*(0.5-rand(Random3)) } #else object { Oleaf scale<-1,1,1> scale ScFactor* rotate z*-Ct/Cto*50 -3*(0.5-rand(Random3)) } #end scale 1.5*<0.75,1,1>*(1+Cn*0.015) //increases scale for last rotate translate }// end of union #local Xp =Xp+sin(Xrot*pi/180)*sin(Yrot*pi/180); #local Yp =Yp+cos(Xrot*pi/180) ; #local Zp =Zp+sin(Xrot*pi/180)*cos(Yrot*pi/180); #local Ct = Ct+1; #end #local Cn = Cn+1; #end scale 0.035 texture{ Palm_Texture } } // end of union #end // end of macro "Palm_Head(...)" //------------------------------------------------------------------------------ #local SegH = 0.20; #local SegScale = 1+Palm___Height/10; // scale of the segments depending from Palm___Height! #local EndNr = int(Palm___Height/SegH); // end value #local Palm_Height = EndNr*SegH; #local Segment = difference{ cone{<0,-0.05,0>,0.05,<0,SegH ,0>,0.11 } cone{<0,2*SegH/3,0>,0.05,<0,SegH+0.001,0>,0.11 } scale <1,1,1> rotate<0,0,0> translate<0,0,0> texture{Trunk_Texture} } // ------------------------------------------- #local High = 0; #local Nr = 0; // start value union{ // ----------------------------------- start of loop #while (Nr< EndNr) #local ScaleY = (1-0.15*rand(Random1)); #local ScaleT = (0.5+0.15*cos(pi*High/(Palm_Height))); object{Segment scale *SegScale rotate<20*(0.5-rand(Random2)),80*(0.5-rand(Random3)),0> translate<7/EndNr*(-0.15+0.15*cos(pi*High/(1.2*Palm_Height))) ,High,0>} #local High= High+0.1*ScaleY*SegScale; #local Nr = Nr + 1; // next Nr #end // ------------------------------- end of loop object{ Palm_Head( Number_of___Arms ) scale 1+Palm___Height/7 rotate<5*(0.5-rand(Random2)),80*(0.5-rand(Random3)),0> translate<7/EndNr*(-0.15+0.15*cos(pi*High/(1.2*Palm_Height))) ,High,0>} // -------------------------------------------------------------------------------------- }// end of union // -------------------------------------------------------------------------------------- #end// of macro ----------------------------------------------------------// end of macro // -------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- // sample: /* //-------------------------------------------------------------------------------// //-------------------------------------------------------------------------------// #include "Palm_2.inc" //-------------------------------------------------------------------------------// object{ Palm_2( 1.00, // palm height im meters 14 // number of arms - integer ) //----------------------------------------------------------------// scale <1,1,1>*1 rotate<0,0,0> translate<0.30,0.00, 0.00>} //-------------------------------------------------------------------------------// //-------------------------------------------------------------------------------// */ #version Palm_2_Inc_Temp; #end //------------------------------------------------------------------- end of include file