POV-Ray : Newsgroups : povray.binaries.images : variable density : Re: variable density Server Time
14 Nov 2024 04:29:15 EST (-0500)
  Re: variable density  
From: Dan P
Date: 29 Mar 2004 22:36:50
Message: <4068eb52@news.povray.org>
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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