POV-Ray : Newsgroups : povray.binaries.images : Somebody kick me (19kb jpeg) : Re: Somebody kick me (19kb jpeg) Server Time
14 Nov 2024 20:29:25 EST (-0500)
  Re: Somebody kick me (19kb jpeg)  
From: JC (Exether)
Date: 27 Nov 2003 09:01:47
Message: <3fc603cb$1@news.povray.org>
I think I prefer the POV 3.5 examples you gave. I think I'll try my 
candle again now, I had tried with media but I hope it will be easier 
your way.

JC

Samuel Benge wrote:
> It's just as I thought..... and I should have done it in the first 
> place! The solution was obvious..... why hasn't it been done before? At 
> least I learned a few things from my blob fiasco.
> 
> What I'm talking about is the fact that subsurface scattering is 20 
> times more easy to implement in mlPOV than the official version. The 
> results are slightly faster and smoother, too. The image you see was 
> created by the code below:
> 
> #declare lpos1=<.5,1,3.25>*100000;
> 
> light_source{lpos1,<1.6 1.6 1.1> }
> 
> plane{y,-6.75 pigment{bumps scale 25 turbulence .5 lambda 3 poly_wave 
> .6} normal{granite .2}}
> 
> #declare obj=
>  union{
>   torus{6,1}
>   torus{6,1 rotate z*90}
>   torus{6,1 rotate x*90}
>   sphere{0,6}
>  }
> 
> object{
>  obj
>  pigment{ average
>   pigment_map{
>    #local V=0;
>    #while(V<100)
>     [1 projection obj ,lpos1 blur .2,10
>      translate<rand(R)-rand(R),rand(R)-rand(R),rand(R)-rand(R)>*2
>      color_map { [0 rgb 1][1 rgb 0] }
>     ]
>     #local V=V+1;
>    #end
>   }
>  }
>  finish{diffuse 0 ambient 1
>   specular .5 roughness .05
>  }
> }
> 
> 
> ------------------------------------------------------------------------
>


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