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Urs Holzer wrote:
> Dan P wrote:
>
>
>>I need to see the code to understand what you mean. The marbles looked
>>like you had a transmit value to them because of the unnatural look
>>inside. But, I could be totally off my rocker on this (making this just
>>another one of the billions of things I'm off my rocker on) so without
>>the code, I'm just making wild guesses. :-)
>
>
> A ball looks like this:
>
> sphere {
> 0, 0.5
> pigment { rgbt 1 }
> finish { phong 0.8 }
> hollow
> interior {
> ior 1.5
> media {
> scattering { 1, rgb 1 extinction 1 }
> density {
> crackle
> scale 0.1
> }
> }
> }
> }
I played around with it a bit and came up with this scene for fun:
#include "colors.inc"
// radiosity (global illumination) settings
global_settings {
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 35 // higher -> higher quality (1..1600)
[35]
nearest_count 5 // higher -> higher quality (1..10) [5]
error_bound 1.8 // higher -> smoother, less accurate
[1.8]
recursion_limit 3 // how much interreflections are
calculated (1..5+) [3]
low_error_factor .5 // reduce error_bound during last
pretrace step
gray_threshold 0.0 // increase for weakening colors
(0..1) [0]
minimum_reuse 0.015 // reuse of old radiosity samples [0.015]
brightness 1 // brightness of radiosity effects
(0..1) [1]
adc_bailout 0.01/2
//normal on // take surface normals into account
[off]
//media on // take media into account [off]
//save_file "file_name" // save radiosity data
//load_file "file_name" // load saved radiosity data
//always_sample off // turn sampling in final trace off [on]
//max_sample 1.0 // maximum brightness of samples
}
}
camera
{
location <0, 0.7, -2>
look_at <0, 0, 0>
up y
right image_width / image_height * x
}
background
{
rgb 0
}
sphere
{
0, 0.5
hollow
pigment { rgbft <1, 1, 1, 1, 0> }
finish
{
//phong 0.8
specular 0.8 // New syntax is "specular"
reflection 0.1
conserve_energy // Often helps, but does not affect this image.
}
interior
{
ior 1.5
media
{
absorption 0.1
scattering
{
1, rgb 1
extinction 1
}
density
{
crackle
scale 0.1
color_map
{
[0 rgb 0 ]
[1 rgb <0.4, 0.6, 0.9>*-1*10 ]
}
}
}
}
}
plane
{
y, -0.5
pigment
{
checker rgb 0 rgb 2
scale <0.3, 0.3, 0.3>
rotate 30*y
}
finish
{
ambient 1
reflection 0.6
specular 1
}
}
sphere
{
0, 6
hollow
pigment
{
color rgbft <1, 1, 1, 1, 0>
}
finish
{
ambient 0
reflection 0
specular 0
}
interior
{
media
{
emission rgb 1
absorption 1
scattering
{
3, 1
}
density
{
wrinkles
scale <1, 0.1, 1>
}
}
}
}
--
Respectfully,
Dan P
http://<broken link>
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