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You'll need to watch out for coincident surfaces. Those parts which align
perfectly to previous parts, such as what happens in the A and B objects
when together without scaling them to be slightly different. Take note of
the scale 0.999 I added to B.
Here it is again with some changes. I'm not all that good with photons
myself, so this could probably be done better by others, but at least it
shows refraction and reflection of the beam in the glass now. I added
reflection to the finish of the objects, otherwise you would never see that.
:^)
global_settings {
// assumed_gamma 1.9
max_trace_level 10
photons {
adc_bailout 0.01
spacing 0.1
gather 20, 100
media 1, 1
jitter 0.4
max_trace_level 5
autostop 0.5
radius 0.0
expand_thresholds 0.2, 35.0
}
}
//Camera
camera {
location <0,0,67>
angle 120
up 1*y
right 1.333*x
look_at <0,0,66>
translate <-27.5,0,0>
}
background { color rgb <0.1, 0.5, 1> }
//Scattering
#declare Scattering =
material
{
texture
{
pigment
{
color rgbt <0.531233, 0.531233, 0.531233, 1>
}
}
interior
{
media
{
variance 1.0/128.205128
scattering
{
1 , rgb <0.03, 0.03, 0.03> // isotropic scattering
extinction 0.25
}
}
}
}
#declare Scattering_1 =
material
{
texture
{
pigment
{
color rgbt <0.0, 0.0, 0.0, 1.0>
}
finish {
reflection {0.1,0.9 fresnel}
}
}
interior
{
ior 1.55
media
{
variance 1.0/128
scattering
{
1 , rgb <0.5, 0.5, 0.5> // less scatter now
extinction 0.5 // more extinction here
}
}
}
}
#declare Scattering_2 =
material
{
texture
{
pigment
{
color rgbt <0.0, 0.0, 0.0, 1.0>
}
finish {
reflection {0.1,0.9 fresnel}
}
}
interior
{
ior 1.438
media
{
variance 1.0/128
scattering
{
1 , rgb <0.5, 0.5, 0.5> // less scatter now
extinction 0.5 // more extinction here
}
}
}
}
//Checker
#declare Checkered_1 =
material // Checkered_1
{
texture
{
pigment
{
checker
color rgb <0.882353, 0.882353, 0.882353>
color rgb <0.952941, 0.952941, 0.952941>
}
finish
{
ambient 0.1
}
scale 6.0
}
}
//Lights
light_source { // Light001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
media_interaction off
photons {
reflection off
refraction off
}
translate <2, 2, 0>
}
light_source {<0, 0, 90>
color rgbt <10,0,0>
spotlight
falloff 0.268 // outer radius (in deg)
radius 0.238
tightness 0.000
point_at <0,.5,68>
photons {refraction on reflection on}
media_attenuation on
translate <-27.5,-0.25,0>
}
box{<-5,-5,-80>, < 5, 5, 80>
material {
Scattering
}
hollow
translate -27.5*x
photons {
target 1
reflection on
refraction on
collect on
}
}
//Plane
plane { // Plane001
y,-2
material {
Checkered_1
}
photons {
target 1
collect off
}
}
//Object
#declare A = merge {object{cylinder {55*z,65*z,0.4}}
object{box {<-0.4,-0.25,55>,<0.4,0.25,65>}
translate 0.25*y }}
#declare B = difference{box {<-0.5,-0.5,55>,<0.5,0.5,65>}
object {A scale 0.999}}
object {A
translate <-27.5,0,0>
material {
Scattering_1
}
hollow
photons {
target 1
reflection on
refraction on
collect on
}
}
object { B
translate <-27.5,0,0>
material {
Scattering_2
}
hollow
photons {
target 1
reflection on
refraction on
collect on
}
}
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