POV-Ray : Newsgroups : povray.general : Sphere with holes and lights shining out of it : Re: Sphere with holes and lights shining out of it Server Time
2 Aug 2024 12:17:04 EDT (-0400)
  Re: Sphere with holes and lights shining out of it  
From: Carsten Schmitz
Date: 16 Oct 2004 15:34:48
Message: <417177d8$1@news.povray.org>
Great!

Thank you very much for the help to both of you!

Carsten

"Frango com Nata" <odo### [at] yahoocombr> schrieb im Newsbeitrag
news:417126e4@news.povray.org...
> What do you think of this?
>
> Regards
>
> --------------------------------------------------------------------------
--
> --------------------------
>
> // Persistence of Vision Ray Tracer Scene Description File
> // File: gomb.pov
> // Vers: 3.5
>
>
> #version 3.5;
>
> #include "colors.inc"
>
>
> global_settings {
>   assumed_gamma 1.0
> }
>
>
>
> camera {
>   location  <1.5, 0, 0>
>   rotate  <90,0, 360*clock>
>
>   direction 1.0*z  // So we can see the whole sphere.
>   right     x*image_width/image_height
>   look_at   <0.0, 0.0,  0.0>
> }
>
>
>
>
> light_source {
>   <0, 0, 0>            // light's position (translated below)
>   color rgb <10,10,10>  // light's color
>   media_attenuation off
> //  translate <-30, 30, -30>
> }
>
> // ----------------------------------------
>
>
>
> difference{
>
>   sphere {
>     0.0, .5
>     hollow
>   }
>
>
>   // Capped Cylinder, closed [or open ended]
>   // cylinder { <END1>, <END2>, RADIUS [open] }
>   //  END1 = coord of one end of cylinder
>   //  END2 = coord of other end
>   // RADIUS = size of cylinder
>   // open = if present, cylinder is hollow, else capped
>
>   #declare Index2 = 1;
>   #while(Index2 <= 10)
>
>     #declare Index = 1;
>     #while(Index <= 10)
>
>
>       cylinder {
>         -1*x,  1*x,  0.015 // So not only the beams are thinner but they
> spread less.
>          //open  // There's no point in removing a cylinder's caps
>                       // if you're subtracting it from another shape!
>          hollow
>          rotate <1,Index2*18,Index*18>
>       }
>
>       #declare Index = Index + 1;
>     #end
>
>     #declare Index2 = Index2 + 1;
>   #end
>
>   texture {  // When all the objects inside a CSG block have the same
> texture, attaching it
>                // to the whole CSG is faster and simpler.
>     pigment{rgb 0} // Does nothing, but avoids a warning.
>     finish{
>       specular 0.6
>     }
>   }
>
> }
>
> sphere {  // We constrain the media within a concentric sphere.
>   0, .65
>   hollow
>   pigment {rgbt 1}
>   interior {
>     media {
>       intervals 10
>       scattering { 1, rgb 1 }
>       samples 1, 10
>       confidence 0.9999
>       variance 1/1000
>       ratio 0.9
>       density { onion frequency -1 scale 0.65 }  // To get a smooth
> transition into darkness
>                                                    // at the end of each
> light beam.
>     }
>   }
> }
>
>


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