POV-Ray : Newsgroups : povray.newusers : How to make shiny white : Re: How to make shiny white Server Time
4 Nov 2024 17:45:05 EST (-0500)
  Re: How to make shiny white  
From: Ace
Date: 19 Dec 2001 10:30:04
Message: <3c20b27c@news.povray.org>
Hershel Robinson <her### [at] yahoocom> wrote in message
news:3c20aecd@news.povray.org...
> I have succeeded in making shiny spheres but I am failing to make one of
> them white.  When I make one white, it is not shiny.
>
> I am using white light, but when I change the color of the light, then the
> color of the sphere changes (naturally).
>
> I have shiny white plastic in my house so I know it exists in 'real life'
> and I assume POV-Ray can also do this.
>
> Below is my code which does not work.  Any assistance is appreciated.
>
> Thanks,
> Hershel
>
Is this what you mean by shiny?


Gary

#include "colors.inc"

#declare Width=6;
#declare LightX=27;
#declare LightZ=-30;

#declare SphiraCamera =
   camera { location <0,0,-9>
            look_at <0,2,0>
}

camera {SphiraCamera}

sky_sphere {
      pigment{ color Black } file://rgb <1,.1,.1>}
}

// main light
/*light_source {
    <LightX, 30, LightZ>
    color White
}
light_source {
    <LightX, 30, LightZ>
    color White * .9
}*/
// end main light

#declare sphira =
   sphere { <0,0,0>,1.2
      no_shadow
   }

// keter
object {
   sphira
   texture {
      pigment { color rgb<.9, .9, .9> }
      finish  {
         diffuse 0.6
         ambient 0.4
         phong 1
         phong_size 20
      reflection {
      2.0
      22.0

    }
}
   }
   translate 6*y
}
// bina
object {
   sphira
   texture {
      pigment { color rgb<0, 1.0, 0> }
      finish  {
         diffuse 0.6
         ambient 0.2
         phong 1
         phong_size 60
      }
   }
   translate <-1*Width,4>
}

 object {
   sphira
   texture {
      pigment { color rgb<0, 1.0, 0> }
      finish  {
         diffuse 0.6
         ambient 0.2
         phong 1
         phong_size 60
      }
   }
   translate <5,0,4>
}



light_source {
  0*x                 /
  color rgb 1.0
  area_light
  <8, 0, 0> <0, 0, 8>
  4, 4
  adaptive 0
  jitter
  circular
  orient
  translate <40, 80, -40>
}



global_settings {
  radiosity {
    pretrace_start 0.08
    pretrace_end   0.04
    count 35
    nearest_count 5
    error_bound 1.8
    recursion_limit 3
    low_error_factor .5
    gray_threshold 0.0
    minimum_reuse 0.015
    brightness 1

    adc_bailout 0.01/2

  }
}


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