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I am working on a simple image, with a light blue background and a union of
interconnected glass balls and cylinders in the foreground. It is almost
exactly what I want, but there is one problem. At almost all of the
connections of the cylinders to the spheres, I am seeing black.
How can I fix this? By the way, I can not move the camera, nor change the
background much--this image is being used for a web page.
Furthermore, I need to translate this image into a GIF so I can have an
invisible background, so I am using +FN8 in the command line options
(Windows version) which I believe creates a 256 color image which can be
transformed into a GIF without destroying it. That part, anyhow, seems to
be working.
I am using a glass texture and then a glass-like finish over it simply
because that created the effect I want--I want the glass parts to appear
almost translucent. This is the background for a web page, so I want it
very subtle. Mind you, however, I am a newbie with POV-Ray and actually
have no idea what I am doing. I just put the finish in there and it looked
good, so I left it. :)
Thanks,
Hershel
PS: Here is my code (there is more to it than this, but this is enough to
see the problem):
#include "colors.inc"
#include "glass.inc"
light_source
<-100, 00, 0>
// color Blue * Intensity
color White shadowless
}
#declare SphiraCamera = camera { location <0,-1.5,-18>
look_at <0,-1.5,0>
}
camera {SphiraCamera}
plane { z , 2
pigment{rgb <.7,1,1>}
finish {
diffuse 1
ambient 1
}
}
#declare sphira =
sphere { <0,0,0>,1
}
#declare Width=6;
merge {
// keter
object {
sphira
translate 6*y
}
cylinder {
<0,6,0>, <-1*Width,4,0>, .2
}
cylinder {
<0,6,0>, <Width,4,0>, .2
}
cylinder {
<0,6,0>, <0,-9,0>, .2
}
// bina
object {
sphira
translate <-1*Width,4>
}
cylinder {
<-1*Width,4,0>, <Width,4,0>, .2
}
cylinder {
<-1*Width,4,0>, <Width,1,0>, .2
}
cylinder {
<-1*Width,4,0>, <-1*Width,1,0>, .2
}
cylinder {
<-1*Width,4,0>, <0,-1,0>, .2
}
// chochma
object {
sphira
translate <Width,4>
}
cylinder {
<Width,4,0>, <Width,1,0>, .2
}
cylinder {
<Width,4,0>, <-1*Width,1,0>, .2
}
cylinder {
<Width,4,0>, <0,-1,0>, .2
}
texture {T_Glass3}
interior{ I_Glass}
finish {
ambient 0.6
diffuse 0.1
reflection .2345
specular 1
roughness .001
}
}
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