POV-Ray : Newsgroups : povray.binaries.images : Spilled Liquid : Spilled Liquid Server Time
14 Nov 2024 12:25:46 EST (-0500)
  Spilled Liquid  
From: Felbrigg
Date: 4 Feb 2004 11:25:12
Message: <40211ce8@news.povray.org>
I saw a post where the poster was wandering how to do a spilled liquid after
failing with blobs.. So I've knocked up this test scene using a couple of
splines for the liquid which might help them.

I'd like to invite suggestions for improving the lighting and look of the
water, or better still change it from water to semi tranparent coffee.  I'd
like to get this simple scene improooooved ( that is to say realistic ).

Thanks

Heres the code if you want to have a stab at it...

#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"


#declare SnakeWood =
texture {  /* Bottom wood-grain layer */
    pigment {
        wood
        turbulence 0.05
        color_map {
            [0.00 rgb <0.58, 0.45, 0.23>]
            [0.34 rgb <0.65, 0.45, 0.25>]
            [0.40 rgb <0.33, 0.23, 0.13>]
            [0.47 rgb <0.60, 0.40, 0.20>]
            [1.00 rgb <0.25, 0.15, 0.05>]
        }
    }
    finish {
        crand 0.02
        //ambient 0.32
        diffuse 0.63
        phong 0.2
        phong_size 10
    }
    normal { bumps 0.05 }
}
texture {     /* top layer, adds small dark spots */
    pigment {
        bozo
        color_map {
            [0.0 rgbt <1.00, 1.00, 1.00, 1.00>]
            [0.8 rgbt <1.00, 0.90, 0.80, 0.80>]
            [1.0 rgbt <0.30, 0.20, 0.10, 0.40>]
        }
    scale 0.25
    }
}


light_source {<-20, 20, 0> color White area_light  <5, 0, 0>, <0, 0, 5>, 11,
11 adaptive 1 jitter photons { refraction on reflection on } }

camera  {
        location <0,10,-25> look_at <0,0,0>
       }

background { Black }//color <0.25,0.35,0.80> }
box     {
        <-1,-1,-1>,
        <1,1,1>
        texture {
                pigment { Red }
                }
        scale <2,2,2>
        rotate <0,-15,0>
        translate <2,1,10>
        }
box     {
        <-1,-1,-1>,
        <1,1,1>
        texture {
                pigment { Red }
                }
        scale <2,2,2>
        rotate <0,-16,0>
        translate <2,1,-9>
        }
cylinder{
        <-1,-1,-1>,
        <1,1,1>,
        1
        texture {
                pigment { White*2 }
                }
        scale <1,5,1>
        translate <-7,3,0>
        }

plane   { <0, 1, 0>, -0.001
        texture { SnakeWood }//pigment { checker pigment{Red},
pigment{White} } scale <10,10,10> rotate <0,43,0>}
        }

#declare Point1 = <-10,1,10>;
#declare Point2 = <-10,1,0>;
#declare Point3 = <-10,1,-10>;
#declare Point4 = <0,1,-10>;
#declare Point5 = <10,1,-10>;
#declare Point6 = <15,1,2>;     //<10,1,0>;
#declare Point7 = <10,1,2>;    //<10,1,10>;
#declare Point8 = <0,1,10>;
#declare Point9 = <-14,1,12>; //<-10,1,10>;
#declare Point10 = <-10,1,0>;
#declare Point11 = <-10,1,-10>;

merge {
// outside of the puddle
sphere_sweep {
        cubic_spline
        11,
        Point1,1
        Point2,1
        Point3,1
        Point4,1
        Point5,1
        Point6,1
        Point7,1
        Point8,1
        Point9,1
        Point10,1
        Point11,1
        }

// inside of the puddle
prism {
    cubic_spline
    0, // sweep the following shape from here ...
    2, // ... up through here
    11, // the number of points making up the shape ...
        <Point1.x,Point1.z>,
        <Point2.x,Point2.z>,
        <Point3.x,Point3.z>,
        <Point4.x,Point4.z>,
        <Point5.x,Point5.z>,
        <Point6.x,Point6.z>,
        <Point7.x,Point7.z>,
        <Point8.x,Point8.z>,
        <Point9.x,Point9.z>,
        <Point10.x,Point10.z>,
        <Point11.x,Point11.z>
  }

        hollow
        texture {
                pigment {
                        Clear // rgbt <0.858824,0.576471,0.439216>
                        }
                finish  {
                        reflection { 0.1,0.8 }
                        }
                }
        interior        {
                        ior Water_Ior
                        }
        translate <0,-1.5,0>

 }


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