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Oh man did I goof!
No, no, no. Not this:
density { spherical
density_map {
[0 White] //inner (a regular old fashioned texture goes this way)
[1 Clear] //outer
}
}
But this instead is correct:
density { spherical
density_map {
[0 Clear] //outer, zero meaning least dense only when media
[1 Inner] //inner, one is most dense
}
}
Also, using previously defined density {} statements:
density {
spherical
density { MyFirstDensity }
density { MySecondDensity }
}
Think I confused your reversed material texture_map when writing my
previous reply, so sorry.
Bob Hughes wrote:
>
> As Nieminen said, you're dealing with a surface-only object (any
> primitive(s) are simply the surfaces, no interior until CSG'd (and even
> then still the various surfaces exist only). You have also got the
> textures listed backward; 0 is innermost, 1 is outermost in this case
> (repeats over if sphere is more than 1 unit diameter). You can easily
> reverse these things with 'frequency -1' after 'spherical'.
> Besides that, I'm not sure why you would be getting a black sphere when
> your texture says it should be opaque white at the surface. Oh well,
> anyhow, using media to get the right effect you want (I'll assume) you
> need to reverse the inner and outer textures used in your example so
> that 1 is innermost, 0 is outermost. Like so:
>
> density_map {
> [0 White] //inner
> [1 Clear] //outer
> }
>
> within a density statement, within a media statement, within further
> still a interior statement.
> Wish you luck, it's not as hard as it may sound. Except for it being
> rather slow and prone to granularity.
>
> "Inexistencia-Design, Dec. P. Eventos Lda" wrote:
> >
> > the outside), but I can only do in a disc object with the following code
> >
> > disc{ <0,0,0>, <0,1,0>, 1.0
> > material{
> > texture {
> > spherical
> > texture_map {
> > [0.0 pigment{rgbft <1, 1, 1, 1 ,
> > 0>} finish{ambient 0 diffuse 0}]
> > [0.4 pigment{rgbft <1, 1, 1, 0.4 ,
> > 0>} finish{ambient 0.5 diffuse 0.7}]
> > [1.0 pigment{rgbft <1, 1, 1, 0 ,
> > 0>} finish{ambient 0.5 diffuse 0.7}]
> > }
> > }
> > }
> > scale <60,60,90>
> > translate 100*z
> > }
> >
> > When applying to a sphere the render goes black.
> > Any ideas?
> >
> > Sergio Faria
>
> --
> omniVERSE: beyond the universe
> http://members.aol.com/inversez/POVring.htm
> mailto:inv### [at] aolcom?PoV
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
mailto:inv### [at] aolcom?PoV
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