#include "colors.inc" #include "shapes.inc" #include "textures.inc" #include "metals.inc" #include "stones.inc" global_settings { assumed_gamma 1.0 ambient_light rgb<0.5, 0.5, 0.5> } background { color rgb<0.2, 0.4, 0.8> } light_source { <86E9, 86E9, -86E9> color White } camera { location <6000, 1.65, 5> look_at <0, 2500, -1000> //ok //look_at <6000, 1.65, 0> } #include "bmpeople.inc" #include "lft.cdf" #declare i = 5900 #declare rand1 = seed(0) #while (i < 6000) #debug concat ("\nMensch: ", str(i, 0, 0)) #declare Schritt = (rand(rand1) * 0.7 + 0.3) * ((rand(rand1) > 0.5) * 2 - 1); #declare MF = int(rand(rand1) * 1.5); // Männer:Frauen = 2:1 #declare Groesse = (rand(rand1) * 0.3 + 1.7) * (1 - 0.08 * MF); #declare BM_Neck_Rot = <-10,0,0>; // Rotation vector for the neck #declare BM_Torso_Rot= <-10,0,0>; // Rotation vector for the Upper Torso #declare BM_RA_S2E = <-20*Schritt,0,-8>; // Right Upperarm #declare BM_RA_E2W = <-20*Schritt+20,0,-3>; // Right Forearm #declare BM_RH_Rot = <0,0,0>; // Right Hand #declare BM_LA_S2E = <20*Schritt,0,8>; // Left Upperarm #declare BM_LA_E2W = <20*Schritt+20,0,3>; // Left Forearm #declare BM_LH_Rot = <0,0,0>; // Left Hand #if (Schritt >= 0) #declare BM_RL_H2K = <30*Schritt,0,-5>; // Right Thigh #declare BM_RL_K2A = <15*Schritt,0,0>; // Right Lower Leg #declare BM_RF_Rot = <0,0,0>; // Right Foot #declare BM_LL_H2K = <0,0,5>; // Left Thigh #declare BM_LL_K2A = <-30*Schritt,0,0>; // Left Lower Leg #declare BM_LF_Rot = <15*Schritt,0,0>; // Left Foot #declare BM_Toe_Angle =<15,0,0>; // x = Left Foot #else #declare BM_LL_H2K = <30*-Schritt,0,-5>; // Right Thigh #declare BM_LL_K2A = <15*-Schritt,0,0>; // Right Lower Leg #declare BM_LF_Rot = <0,0,0>; // Right Foot #declare BM_RL_H2K = <0,0,5>; // Left Thigh #declare BM_RL_K2A = <-30*-Schritt,0,0>; // Left Lower Leg #declare BM_RF_Rot = <15*-Schritt,0,0>; // Left Foot #declare BM_Toe_Angle =<0,0,15*-Schritt>; // x = Left Foot #end #declare BM_Hair_On = 1; #declare BM_Hair_Rot = <0,0,0>; #declare BM_Hair_Arch = 0; #declare BM_Hair_Thck = 0.20; #declare BM_Hair_Line = 4 * rand(rand1)*2; #declare BM_Hair_LDpth = rand(rand1) * (1-MF*0.7); #declare BM_Hair_Wght = 0.015; #declare BM_Hair_Hght = 1.5; #declare BM_Hair_Length= 5 + rand(rand1)*(5 + MF*5); #declare BM_Hair_Curl = 0.01 * rand(rand1); #declare BM_Hair_Col = <.6,.5,.4> * rand(rand1); Blob_Man(MF, Groesse) object { BlobMan #if (Schritt >= 0) transform BMO_Toe_L #else transform BMO_Toe_R #end rotate <0, 90, 0> translate } #declare i = i + 1; #end plane { <0, 1, 0>, 0.0 pigment { checker color White*0.7, color White*0.5 } }