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hey thats cool!
I'm still amazed at the thing people can make this program do.
Gary
Bob H. <omn### [at] msn com> wrote in message
news:3ba84ced@news.povray.org...
> /*
> Here's a quick try at it. If you use a cone instead of the box the thin
> edges won't look right, I can tell you that without even having tried it
in
> this. At least not without first narrowing its thickness. In fact this
one
> doesn't look very spectrum like when oriented away from the camera.
> This should be okay for POV-Ray 3.1
> You'll need to work out the layout from what's in the comments and object
> transformations in order to use it in other ways of your own.
> */
>
> // example of faked light spectrum from a prism
>
> #declare Scale=5; // overall size
> #declare Illum=2; // brightness
>
> // prism paired with spectrum
> union {
>
> // prism
> intersection {
> plane {x,.1}
> plane {x,.1 rotate 120*y}
> plane {x,.1 rotate 240*y}
> plane {-y,0}
> plane {+y,1}
> pigment {rgbf <0.8,1,0.9,1>}
> interior {ior 1.5}
> rotate -45*y scale <0.75,1,0.5> translate <-0.025,0,-0.025>
> }
>
> // media spectrum
> box {0,1 hollow
> pigment {rgbt 1}
> interior {
> media {
> emission 1
> density { radial frequency 4
> density_map {
> [0 rgb <0,0,0>]
> [0.1 rgb <1,0,0>*Illum/Scale]
> [0.3 rgb <1,0.5,0>*Illum/Scale]
> [0.4 rgb <1,1,0>*Illum/Scale]
> [0.7 rgb <0,1,0>*Illum/Scale]
> [0.85 rgb <0,1,1>*Illum/Scale]
> [0.9 rgb <0,0,1>*Illum/Scale]
> [1 rgb <0,0,0>]
> }
> }
> }
> media {
> absorption 1
> density { radial frequency 4
> density_map {
> [0 rgb <0,0,0>] // adjust colors to liking
> [0.1 rgb <1,0,0>*Illum/Scale]
> [0.3 rgb <1,0.5,0>*Illum/Scale]
> [0.4 rgb <1,1,0>*Illum/Scale]
> [0.7 rgb <0,1,0>*Illum/Scale]
> [0.85 rgb <0,1,1>*Illum/Scale]
> [0.9 rgb <0,0,1>*Illum/Scale]
> [1 rgb <0,0,0>]
> }
> }
> }
> }
> }
> rotate 45*y scale <2,1,1>*Scale
>
> rotate -42*x // -45 to align with camera as is (perpendicular)
> }
> // end spectrum
>
> light_source {
> 0,0.5
> }
>
> camera {
> location <0,0,-10>
> look_at <2,0.5,0.5>
> angle 30
> rotate 42*x // +45 to be opposite the wedges upper face when as
> above
> }
>
> // room
> box {-15,15
> pigment {rgb 0.9}
> finish {ambient 0.1}
> inverse
> }
>
>
>
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