POV-Ray : Newsgroups : moray.binaries : Ken's Candle Texture : Re: Ken's Candle Texture Server Time
1 Jul 2024 04:17:51 EDT (-0400)
  Re: Ken's Candle Texture  
From: Steven Durham
Date: 22 Sep 1999 14:00:38
Message: <37e91946@news.povray.org>
Lutz Kretzschmar <lut### [at] stmuccom> wrote in message
news:37e8c3f4.32384556@194.174.214.110...

Hi Lutz,
could you please tell me how to copy this material into my textlib files?
Thank you
Steven



> Hi Ken,
>
> this is the resulting image for the candle code, a screenshot of
> Moray's Material Editor with the texture and the material in Moray's
> Material Library format.
>
> This is the verbatim copy of the material that Moray exported:
>
> #declare FlameTexture =
>    material  // FlameTexture
>

>       texture
>

>          pigment
>          {
>             color rgbt <1.0, 1.0, 1.0, 1.0>
>          }
>       }
>       interior
>       {
>          media
>          {
>             intervals 20
>             confidence 0.999
>             variance 1.0/100.0
>             emission rgb <1.0, 1.0, 1.0>
>             scattering
>             {
>                1 ,  rgb <0.01, 0.01, 0.01> // isotropic scattering
>             }
>             density
>             {
>                spherical
>                color_map
>                {
>                   [ 0.0     rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
>                   [ 1.0     rgbft <5.0, 3.0, 0.0, 0.0, 0.0> ]
>                }
>                turbulence 0.4
>                lambda 1.0
>                cubic_wave
>                scale  <0.8, 1.0, 0.8>
>             }
>             density
>             {
>                gradient y
>                color_map
>                {
>                   [ 0.0     rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
>                   [ 1.0     rgbft <1.0, 1.0, 1.0, 0.0, 0.0> ]
>                }
>                cubic_wave
>                translate 1.0 * y
>             }
>             density
>             {
>                gradient y
>                color_map
>                {
>                   [ 0.0     rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
>                   [ 1.0     rgbft <1.0, 1.0, 1.0, 0.0, 0.0> ]
>                }
>                poly_wave 0.5
>             }
>          }
>       }
>    }
>
> Granted, it doesn't parse as fast as your obfuscated POV code.....
> relax, just kidding <g> (about the obfuscated).
>
> I did have to look at the POV-Ray docs to figure out what your code
> was doing in two places<G>.
>
> And you did help me to discover one bug related to reloading a texture
> from file with out-of-range values. Thanks!
>
> - Lutz
>   email : lut### [at] stmuccom
>   Web   : http://www.stmuc.com/moray
>
>


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