POV-Ray : Newsgroups : povray.newusers : getting the table's shadows on the wall : Re: getting the table's shadows on the wall Server Time
4 Nov 2024 21:24:44 EST (-0500)
  Re: getting the table's shadows on the wall  
From: Bob H 
Date: 10 Sep 2001 22:45:39
Message: <3b9d7ad3@news.povray.org>
"Wade" <Zav### [at] aolcom> wrote in message
news:3b9d48a1$1@news.povray.org...
> How do I get the table's shadows on the back wall?

I think you should have listened before when Warp was telling you about the
walls and ceiling pigments filtered transparency and needing a rgb <1,1,1>
instead of just color 1.
And that I had said your light source is way outside the room too, as well
as changing the zeroes in your scales to either 1 or some small non-zero
number.

I hadn't followed what you're doing but it sure looks like the script has
touches of Moray in there judging by those decimal numbers and I'm not sure
if you realize how you've cobbled it all together or not.  Maybe you do, but
since you seem new to it I have to think maybe you don't know what you're
doing.  :-)

Anyhow, I took that script and changed it to get the shadow of the table on
that back wall Seriously though, I can't tell what you're trying to do in
making the room the way you did.  I'd have simply differenced out a slightly
smaller box from a larger one.

#include "colors.inc"
#include "woods.inc"


//background {color White}

light_source{
 0*x
 color 1
 area_light
 <0.8,0,0> <0,0,0.8> // narrower area
 4, 4
 adaptive 1
 jitter
 translate <1,-2,-5> // inside room, near table and below left of it
}

camera {
 location <0, 0, 11>
 look_at 0
 angle 40
}

// Right Wall

box{
 <-1.5,-2.1,-1.5>,<1.5,2,6>
 inverse
 texture{
  pigment{
   color rgb <1,1,1>// -(1-Khaki)*.490 // just to make things regular
  }
  normal{
   wrinkles 0.2
  }
  }
 scale <0.1, 1.5, 3.5>
 translate <-2.938508, 0, .140896>
}
// Left Wall

box{
 <-1.5,-2.1,-1.5>,<1.5,2,6>
 inverse
 texture{
  pigment{
   color rgb <1,1,1>// -(1-Khaki)*.490
  }
  normal{
   wrinkles 0.2
  }
  }
 scale <0.1, 1.5, 3.5>
 translate <2.938508, 0, .140896>
}
// back wall

box{
 <-1.5,-2.1,-1.5>,<1.5,2,6>
 inverse
 texture{
  pigment{
   color rgb <1,1,1>// -(1-Khaki)*.490
  }
  normal{
   wrinkles 0.2
  }
  }
  scale <3.5, 1.86, 0.1>
 translate <0,0,-6.838508>
}


// The floor

#declare light_wood= pigment {P_WoodGrain7A  color_map {M_Wood7A} }
#declare  dark_wood= pigment {P_WoodGrain14A color_map {M_Wood14A} }

#declare board_length= 1.5;
#declare board_width= 0.25;

box{
 <2.938508,0,6.838508>,<-2.938508,0,-6.838508>
 pigment{
  gradient y triangle_wave
  pigment_map {
   [0.0 light_wood ]
   [1.0 dark_wood ]
  }
  warp{
   repeat board_length*z offset 0.37*y
  }
  warp{
   repeat board_width*x offset board_length*5/2*z
  }
 }
 normal {
  boxed
  slope_map {
   [0.5 <1,0>]
   [1.0 <0,0>]
  }
  bump_size 0.1
  scale <board_width,1,board_length>
  warp{
   repeat board_length*z
  }
  warp{
   repeat board_width*x offset board_length/2*z
  }
 }
translate y*-2.0185
scale <1.3,1,1.22>
}

// The ceiling

box{
 <2.938508,0,6.838508>,<-2.938508,0,-6.838508>
 texture{
  pigment{
   color rgb <1,1,1>// -(1-Khaki)*.49000245
  }
 }
 translate y*2.0185
 scale <1.3,1,1.22>
}

// a round table

union{
 cylinder{
  0*y .100*y 1.5
 }
 cylinder{
  0*y 1.4*y .300
  translate y*.100
 }
 cylinder{
  0*y .001*y 3
  translate 1.5*y
 }
 texture{
  T_Wood1
 }
 translate y*-5.5
 translate z*-20.5
 scale <.350,.350,.350>
}


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