POV-Ray : Newsgroups : povray.newusers : HELP WITH RAINDROPS : Re: HELP WITH RAINDROPS Server Time
29 Jul 2024 04:30:15 EDT (-0400)
  Re: HELP WITH RAINDROPS  
From: Alain
Date: 6 Oct 2006 17:11:14
Message: <4526c672$1@news.povray.org>
Mac nous apporta ses lumieres en ce 06/10/2006 15:55:
> I have this code and need to make the ball look like raindrops playing with
> sor and iors:::
> 
>
////////////////////////////////////////////////////////////////////////////////#include
> "colors.inc"
> #include "textures.inc"
> #include "glass.inc"
> #include "metals.inc"
> #include "golds.inc"
> #include "stones.inc"
> #include "woods.inc"
> #include "shapes.inc"
> #include "shapes2.inc"
> #include "functions.inc"
> #include "math.inc"
> #include "transforms.inc"
> 
> #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75      // front view
>                             location  <0.0 , 2.75 ,-3.0>
>                             right     x*image_width/image_height
>                             look_at   <0.0 , 2.75 , 0.0>}
> #declare Camera_1 = camera {ultra_wide_angle angle 90       // diagonal view
>                             location  <2.0 , 2.5 ,-3.0>
>                             right     x*image_width/image_height
>                             look_at   <0.0 , 1.0 , 0.0>}
> #declare Camera_2 = camera {ultra_wide_angle angle 90     // right side view
>                             location  <3.0 , 1.0 , 0.0>
>                             right     x*image_width/image_height
>                             look_at   <0.0 , 1.0 , 0.0>}
> #declare Camera_3 = camera {ultra_wide_angle angle 90            // top view
>                             location  <0.0 , 3.0 ,-0.001>
>                             right     x*image_width/image_height
>                             look_at   <0.0 , 1.0 , 0.0>}
> camera{Camera_0}
> 
> global_settings {  assumed_gamma 1.0 }
> // sun
> light_source{<1500,2500,-2500> color White}
> // sky
> plane{<0,1,0>,1 hollow
>        texture{ pigment{ bozo turbulence 0.76
>                          color_map { [0.5 rgb <0.20, 0.20, 1.0>]
>                                      [0.6 rgb <1,1,1>]
>                                      [1.0 rgb <0.5,0.5,0.5>]}
>                        }
>                 finish {ambient 1 diffuse 0} }
>        scale 100000}
> // fog
> fog{fog_type   2.5
>     distance   25
>     color      Navy/Blue
>     fog_offset 0.10
>     fog_alt    10.0
>     color      Gray
>     turbulence 0.75}
> 
> //plane
>  plane { y, 0
>     texture {
>       pigment { rgbf <0.8, 0.4, 0.2> }
>       normal {
>         bumps .6
>         scale <.75, .25, .25>
>         rotate <0, 45, 0>
>       }
>       finish { caustics .10 }
>     }
>   }
> 
> #declare Random_1 = seed (11153); // use: "rand(Random_1)"
> #declare Random_2 = seed (1553) ; // use: "rand(Random_2)"
> 
> #declare Ball_1 =
>  sphere{<0,0,0>,0.25 scale <1,1,1> rotate<0,0,0> translate<0,0,0>
>  texture{pigment{color rgb<1,0.65,0>}
>                 finish {ambient 0.15 diffuse 0.85 phong 1}}}
> 
> #declare Ball_1 =
> sphere {
>   <0,.5,0>,.5
>   translate <1.0,0,-1.3>
>   material { M_Glass }
>   interior { ior 1.5 }
> 
>   photons {       // photon block for an object
>     target 1.0
>     refraction on
>     reflection on
>   }
> }
> 
> #declare Ball_2 =
>  sphere {
>   <0,.2,0>, .2
>   translate <1.0,0,-1.3>
>   material { M_Glass }
>   interior { ior 3.5 }
> 
>   photons {
>     target 1.0
>     refraction on
>     reflection on
> 
>   }
> }
> 
> union{
>  #declare Nr = -10;     // start
>  #declare EndNr = 10; // end
>  #while (Nr< EndNr+1)
> 
>    object{Ball_1 translate<Nr*0.5,0 + 8 * rand(Random_1) ,0>}
> 
>    object{Ball_2 translate<Nr*0.5,0 + 5 * rand(Random_2) ,0>}
> 
>  #declare Nr = Nr + 1;
>  #end
> 
> rotate<0,0,0>
> translate<0,0,4>} // end of union
> 
>  #declare ball = sor {
>   7,
>   <0.000000, 0.000000>
>   <0.13, 0.00>
>   <0.62, 0.54>
>   <0.21, 0.82>
>   <0.19, 0.96>
>   <0.28, 1.0>
>   <0.46, 1.0>
>   open
>  }
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
Water's ior is 1.3333, or 4/3. 1.5 (for Ball_1) is OK for glass. Diamond's ior 
is about 2.5 and is the largest for natural substances. The ior of 3.5 for 
Ball_2 is prety extreem and un-natural!
Add some dispersion, it helps add realism.
If you want photons caustics, you need to add a photons block in the 
global_settings.

-- 
Alain
-------------------------------------------------
Fighting for peace is like screwing for virginity.
  - public toilet wall, The Bayou, Baton Rouge , LO


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