POV-Ray : Newsgroups : povray.binaries.images : View to Tomorrow : Re: View to Tomorrow Server Time
5 Nov 2024 12:39:32 EST (-0500)
  Re: View to Tomorrow  
From: Sven Littkowski
Date: 10 Oct 2006 14:19:12
Message: <452be420@news.povray.org>
Thanks! It works now!

Sven




"Alain" <ele### [at] netscapenet> schrieb im Newsbeitrag 
news:4523131e$1@news.povray.org...
> Sven Littkowski nous apporta ses lumieres en ce 03/10/2006 20:39:
>>
>> There are two images: one the final version, the other one how the render
>> result is originally. I am highly unsatisfied with the low contrast of 
>> the
>> white parts of the station, it is like ambient or getting some light. I
>> don't know, why. Maybe someone can help me to make it to a better scene. 
>> The
>> scene code is attached, as well.
>>
>>
>>
>>
> As those parts are away from the sun, they should be completely black, 
> only
> showing the reflection of the stars and other stations.
> You can add default{finish{ambient 0 diffuse 1}} near the top of the 
> scene.
> Or, you can add ambient 0 in the finish of your textures.
> As the metals.inc include textures with high ambient. I made mine without
> ambient. (metals2.inc attached) Essential for radiosity scenes and case 
> like
> yours where ambient is unwellcome.
>
> Note: in radiosity, "media on" enable emissive media only to affect 
> radiosity
> lighting. It enable such media to shed light on nearby objects. It have NO 
> other
> effect.
>
> -- 
> Alain
> -------------------------------------------------
> Don't cry because it is over, smile because it happened.
>


--------------------------------------------------------------------------------


> #ifndef(Metals_Inc_Temp)
> #declare Metals_Inc_Temp=version;
> #version 3.5;
>
> #ifdef(View_POV_Include_Stack)
> #   debug "including metals.inc\n"
> #end
>
> /*
>              Persistence of Vision Raytracer Version 3.1
>               Metallic pigments, finishes, and textures.
>
>
> *****************************************************************************
>                           BASIC METAL COLORS
> *****************************************************************************
> Note: Describing metallic textures is difficult, at best.  The 
> reflectivity
> and other qualities make them highly dependant on lighting and 
> surroundings.
>
> The following notes are intended as a rough guide only.
> P_Brass1: Dark brown bronze.
> P_Brass2: Somewhat lighter brown than Brass4. Old penny, in soft finishes.
> P_Brass3: Used by Steve Anger's Polished_Brass. Slightly coppery.
> P_Brass4: A little yellower than Brass1.
> P_Brass5: Very light bronze, ranges from med tan to almost white.
>
> P_Copper1: bronze-like.  Best in finish #C.
> P_Copper2: slightly brownish copper/bronze.  Best in finishes #B-#D.
> P_Copper3: reddish-brown copper.  Best in finishes #C-#E.
> P_Copper4: pink copper, like new tubing.  Best in finishes #C-#E.
> P_Copper5: Bronze in softer finishes, gold in harder finishes.
>
> P_Chrome1: 20% Gray. Used in Steve Anger's Polished_Chrome.
> P_Chrome2: Slightly blueish 60% gray. Good steel w/finish #A
> P_Chrome3: 50% neutral gray.
> P_Chrome4: 75% neutral gray.
> P_Chrome5: 95% neutral gray.
>
> P_Silver1: Yellowish silverplate.  Somewhat tarnished looking.
> P_Silver2: Not quite as yellowish as Silver1 but more so than Silver3.
> P_Silver3: Reasonably neutral silver.
> P_Silver4: REDUNDANT (unused)Roseatre
> P_Silver5: REDUNDANT (unused)Verdatre
>
> */
>
> #include "golds.inc"
>
> #declare P_Brass1    = color rgb <0.30, 0.20, 0.10>;
> #declare P_Brass2    = color rgb <0.50, 0.35, 0.25>;
> #declare P_Brass3    = color rgb <0.58, 0.42, 0.20>;
> #declare P_Brass4    = color rgb <0.65, 0.50, 0.25>;
> #declare P_Brass5    = color rgb <0.70, 0.55, 0.40>;
>
> #declare P_Copper1   = color rgb <0.40, 0.20, 0.15>;
> #declare P_Copper2   = color rgb <0.50, 0.25, 0.15>;
> #declare P_Copper3   = color rgb <0.60, 0.30, 0.15>;
> #declare P_Copper4   = color rgb <0.70, 0.25, 0.15>;
> #declare P_Copper5   = color rgb <0.65, 0.35, 0.15>;
>
> #declare P_Chrome1   = color rgb <0.20, 0.20, 0.20>;
> #declare P_Chrome2   = color rgb <0.39, 0.41, 0.43>;
> #declare P_Chrome3   = color rgb <0.50, 0.50, 0.50>;
> #declare P_Chrome4   = color rgb <0.75, 0.75, 0.75>;
> #declare P_Chrome5   = color rgb <0.95, 0.95, 0.95>;
>
> #declare P_Silver1   = color rgb <0.94, 0.93, 0.80>;
> #declare P_Silver2   = color rgb <0.94, 0.93, 0.85>;
> #declare P_Silver3   = color rgb <0.94, 0.93, 0.90>;
> #declare P_Silver4   = color rgb <0.95, 0.91, 0.91>;
> #declare P_Silver5   = color rgb <0.91, 0.95, 0.91>;
>
> //*****************************************************
> // Macros
> //*****************************************************
>
> #macro GoldCol(Type)
>    #switch(Type)
>        #case(1) color rgb <1.000, 0.675, 0.175> #break // Dim, nearly 
> orange gold. Might pass for copper.
>        #case(2) color rgb <1.000, 0.725, 0.275> #break // Lighter than 
> Gold1 but still dim.
>        #case(3) color rgb <1.000, 0.775, 0.375> #break // Mediam gold, 
> close to goldenrod.
>        #case(4) color rgb <1.000, 0.825, 0.475> #break // Slightly dimmer 
> than Gold5 but still bright.
>        #case(5) color rgb <1.000, 0.875, 0.575> #break // Bright, yellow 
> gold.
>    #end
> #end
>
> #macro BrassCol(Type)
>    #switch(Type)
>        #case(1) color rgb <0.30, 0.20, 0.10> #break // Dark brown bronze.
>        #case(2) color rgb <0.50, 0.35, 0.25> #break // Somewhat lighter 
> brown than Brass4. Old penny, in soft finishes.
>        #case(3) color rgb <0.58, 0.42, 0.20> #break // Used by Steve 
> Anger's Polished_Brass. Slightly coppery.
>        #case(4) color rgb <0.65, 0.50, 0.25> #break // A little yellower 
> than Brass1.
>        #case(5) color rgb <0.70, 0.55, 0.40> #break // Very light bronze, 
> ranges from med tan to almost white.
>    #end
> #end
>
> #macro ChromeCol(Type)
>    #switch(Type)
>        #case(1) color rgb <0.20, 0.20, 0.20> #break // 20% Gray. Used in 
> Steve Anger's Polished_Chrome.
>        #case(2) color rgb <0.39, 0.41, 0.43> #break // Slightly blueish 
> 60% gray. Good steel w/finish #A.
>        #case(3) color rgb <0.50, 0.50, 0.50> #break // 50% neutral gray.
>        #case(4) color rgb <0.75, 0.75, 0.75> #break // 75% neutral gray.
>        #case(5) color rgb <0.95, 0.95, 0.95> #break // 95% neutral gray.
>    #end
> #end
>
> #macro CopperCol(Type)
>    #switch(Type)
>        #case(1) color rgb <0.40, 0.20, 0.15> #break // bronze-like.  Best 
> in finish #C.
>        #case(2) color rgb <0.50, 0.25, 0.15> #break // slightly brownish 
> copper/bronze.  Best in finishes #B-#D.
>        #case(3) color rgb <0.60, 0.30, 0.15> #break // reddish-brown 
> copper.  Best in finishes #C-#E.
>        #case(4) color rgb <0.70, 0.25, 0.15> #break // pink copper, like 
> new tubing.  Best in finishes #C-#E.
>        #case(5) color rgb <0.65, 0.35, 0.15> #break // Bronze in softer 
> finishes, gold in harder finishes.
>    #end
> #end
>
> #macro SilverCol(Type)
>    #switch(Type)
>        #case(1) color rgb <0.94, 0.93, 0.80> #break // Yellowish 
> silverplate. Somewhat tarnished looking.
>        #case(2) color rgb <0.94, 0.93, 0.85> #break // Not quite as 
> yellowish as Silver1 but more so than Silver3.
>        #case(3) color rgb <0.94, 0.93, 0.90> #break // Reasonably neutral 
> silver.
>        #case(4) color rgb <0.95, 0.91, 0.91> #break // REDUNDANT (unused)
>        #case(5) color rgb <0.91, 0.95, 0.91> #break // REDUNDANT (unused)
>    #end
> #end
>
> #macro IronCol(Type)
>    #switch(Type)
>        #case(1) color rgb <0.05, 0.05, 0.05> #break // Near-black, wrought 
> iron.
>        #case(2) color rgb <0.10, 0.10, 0.10> #break // Slightly lighter 
> pig-iron.
>        #case(3) color rgb <0.15, 0.15, 0.20> #break // Dim steel.
>        #case(4) color rgb <0.10, 0.05, 0.05> #break // Somewhat rusted 
> iron, reddish.
>        #case(5) color rgb <0.20, 0.17, 0.15> #break // Somewhat rusted 
> steel, orange.
>    #end
> #end
>
>
> //*****************************************************************************
> //                           BASIC METAL FINISHES
> //*****************************************************************************
>
> // F_MetalA  :  Very soft and dull.
> // F_MetalB  :  Fairly soft and dull.
> // F_MetalC  :  Medium reflectivity. Holds color well.
> // F_MetalD  :  Highly hard and polished. High reflectivity.
> // F_MetalE  :  Very highly polished & reflective.
>
> #declare F_MetalA  =
> finish {
>    ambient 0
>    brilliance 2
>    diffuse 0.3
>    metallic
>    specular 0.80
>    roughness 1/20
>    reflection 0.1
> }
>
> #declare F_MetalB  =
> finish {
>    ambient 0
>    brilliance 3
>    diffuse 0.24
>    metallic
>    specular 0.70
>    roughness 1/60
>    reflection 0.25
> }
>
> #declare F_MetalC  =
> finish {
>    ambient 0
>    brilliance 4
>    diffuse 0.15
>    metallic
>    specular 0.80
>    roughness 1/80
>    reflection 0.5
> }
>
> #declare F_MetalD  =
> finish {
>    ambient 0
>    brilliance 5
>    diffuse 0.06
>    metallic
>    specular 0.80
>    roughness 1/100
>    reflection 0.65
> }
>
> #declare F_MetalE  =
> finish {
>    ambient 0
>    brilliance 6
>    diffuse 0.03
>    metallic
>    specular 0.80
>    roughness 1/120
>    reflection 0.8
> }
>
> // Equivalant en macro
>
> #macro MetFinish(Type)
>    #switch(Type)
>        #case(1) // Very soft and dull.
>            ambient 0.00
>            brilliance 2
>            diffuse 1.0
>            conserve_energy
>            metallic
>            specular 0.80
>            roughness 1/20
>            reflection { 0.05, 0.15 metallic }
>        #break
>        #case(2) // Fairly soft and dull.
>            ambient 0.00
>            brilliance 3
>            diffuse 1.0
>            conserve_energy
>            metallic
>            specular 0.70
>            roughness 1/60
>            reflection { 0.10, 0.25 metallic }
>        #break
>        #case(3) // Medium reflectivity. Holds color well.
>            ambient 0.00
>            brilliance 4
>            diffuse 1.0
>            conserve_energy
>            metallic
>            specular 0.80
>            roughness 1/80
>            reflection { 0.20, 0.50 metallic }
>        #break
>        #case(4) // Highly hard and polished. High reflectivity.
>            ambient 0.00
>            brilliance 5
>            diffuse 1.0
>            conserve_energy
>            metallic
>            specular 0.80
>            roughness 1/100
>            reflection { 0.25, 0.65 metallic }
>        #break
>        #case(5) // Very highly polished & reflective.
>            ambient 0.00
>            brilliance 6
>            diffuse 1.0
>            conserve_energy
>            metallic
>            specular 0.80
>            roughness 1/120
>            reflection { 0.30, 0.8 metallic }
>        #break
>    #end
> #end
>
> //*****************************************************************************
> //                           METAL TEXTURES
> //*****************************************************************************
>
> //                              BRASSES
> #declare T_Brass_1A = texture { pigment { P_Brass1 } finish { 
> F_MetalA  } }
> #declare T_Brass_1B = texture { pigment { P_Brass1 } finish { 
> F_MetalB  } }
> #declare T_Brass_1C = texture { pigment { P_Brass1 } finish { 
> F_MetalC  } }
> #declare T_Brass_1D = texture { pigment { P_Brass1 } finish { 
> F_MetalD  } }
> #declare T_Brass_1E = texture { pigment { P_Brass1 } finish { 
> F_MetalE  } }
>
> #declare T_Brass_2A = texture { pigment { P_Brass2 } finish { 
> F_MetalA  } }
> #declare T_Brass_2B = texture { pigment { P_Brass2 } finish { 
> F_MetalB  } }
> #declare T_Brass_2C = texture { pigment { P_Brass2 } finish { 
> F_MetalC  } }
> #declare T_Brass_2D = texture { pigment { P_Brass2 } finish { 
> F_MetalD  } }
> #declare T_Brass_2E = texture { pigment { P_Brass2 } finish { 
> F_MetalE  } }
>
> #declare T_Brass_3A = texture { pigment { P_Brass3 } finish { 
> F_MetalA  } }
> #declare T_Brass_3B = texture { pigment { P_Brass3 } finish { 
> F_MetalB  } }
> #declare T_Brass_3C = texture { pigment { P_Brass3 } finish { 
> F_MetalC  } }
> #declare T_Brass_3D = texture { pigment { P_Brass3 } finish { 
> F_MetalD  } }
> #declare T_Brass_3E = texture { pigment { P_Brass3 } finish { 
> F_MetalE  } }
>
> #declare T_Brass_4A = texture { pigment { P_Brass4 } finish { 
> F_MetalA  } }
> #declare T_Brass_4B = texture { pigment { P_Brass4 } finish { 
> F_MetalB  } }
> #declare T_Brass_4C = texture { pigment { P_Brass4 } finish { 
> F_MetalC  } }
> #declare T_Brass_4D = texture { pigment { P_Brass4 } finish { 
> F_MetalD  } }
> #declare T_Brass_4E = texture { pigment { P_Brass4 } finish { 
> F_MetalE  } }
>
> #declare T_Brass_5A = texture { pigment { P_Brass5 } finish { 
> F_MetalA  } }
> #declare T_Brass_5B = texture { pigment { P_Brass5 } finish { 
> F_MetalB  } }
> #declare T_Brass_5C = texture { pigment { P_Brass5 } finish { 
> F_MetalC  } }
> #declare T_Brass_5D = texture { pigment { P_Brass5 } finish { 
> F_MetalD  } }
> #declare T_Brass_5E = texture { pigment { P_Brass5 } finish { 
> F_MetalE  } }
>
> //                           COPPERS & BRONZES
> #declare T_Copper_1A = texture { pigment { P_Copper1 } finish { 
> _MetalA  } }
> #declare T_Copper_1B = texture { pigment { P_Copper1 } finish { 
> _MetalB  } }
> #declare T_Copper_1C = texture { pigment { P_Copper1 } finish { 
> _MetalC  } }
> #declare T_Copper_1D = texture { pigment { P_Copper1 } finish { 
> _MetalD  } }
> #declare T_Copper_1E = texture { pigment { P_Copper1 } finish { 
> _MetalE  } }
>
> #declare T_Copper_2A = texture { pigment { P_Copper2 } finish { 
> _MetalA  } }
> #declare T_Copper_2B = texture { pigment { P_Copper2 } finish { 
> _MetalB  } }
> #declare T_Copper_2C = texture { pigment { P_Copper2 } finish { 
> _MetalC  } }
> #declare T_Copper_2D = texture { pigment { P_Copper2 } finish { 
> _MetalD  } }
> #declare T_Copper_2E = texture { pigment { P_Copper2 } finish { 
> _MetalE  } }
>
> #declare T_Copper_3A = texture { pigment { P_Copper3 } finish { 
> _MetalA  } }
> #declare T_Copper_3B = texture { pigment { P_Copper3 } finish { 
> _MetalB  } }
> #declare T_Copper_3C = texture { pigment { P_Copper3 } finish { 
> _MetalC  } }
> #declare T_Copper_3D = texture { pigment { P_Copper3 } finish { 
> _MetalD  } }
> #declare T_Copper_3E = texture { pigment { P_Copper3 } finish { 
> _MetalE  } }
>
> #declare T_Copper_4A = texture { pigment { P_Copper4 } finish { 
> _MetalA  } }
> #declare T_Copper_4B = texture { pigment { P_Copper4 } finish { 
> _MetalB  } }
> #declare T_Copper_4C = texture { pigment { P_Copper4 } finish { 
> _MetalC  } }
> #declare T_Copper_4D = texture { pigment { P_Copper4 } finish { 
> _MetalD  } }
> #declare T_Copper_4E = texture { pigment { P_Copper4 } finish { 
> _MetalE  } }
>
> #declare T_Copper_5A = texture { pigment { P_Copper5 } finish { 
> _MetalA  } }
> #declare T_Copper_5B = texture { pigment { P_Copper5 } finish { 
> _MetalB  } }
> #declare T_Copper_5C = texture { pigment { P_Copper5 } finish { 
> _MetalC  } }
> #declare T_Copper_5D = texture { pigment { P_Copper5 } finish { 
> _MetalD  } }
> #declare T_Copper_5E = texture { pigment { P_Copper5 } finish { 
> _MetalE  } }
>
> //                           CHROMES & STEELS
> #declare T_Chrome_1A = texture { pigment { P_Chrome1 } finish { 
> _MetalA  } }
> #declare T_Chrome_1B = texture { pigment { P_Chrome1 } finish { 
> _MetalB  } }
> #declare T_Chrome_1C = texture { pigment { P_Chrome1 } finish { 
> _MetalC  } }
> #declare T_Chrome_1D = texture { pigment { P_Chrome1 } finish { 
> _MetalD  } }
> #declare T_Chrome_1E = texture { pigment { P_Chrome1 } finish { 
> _MetalE  } }
>
> #declare T_Chrome_2A = texture { pigment { P_Chrome2 } finish { 
> _MetalA  } }
> #declare T_Chrome_2B = texture { pigment { P_Chrome2 } finish { 
> _MetalB  } }
> #declare T_Chrome_2C = texture { pigment { P_Chrome2 } finish { 
> _MetalC  } }
> #declare T_Chrome_2D = texture { pigment { P_Chrome2 } finish { 
> _MetalD  } }
> #declare T_Chrome_2E = texture { pigment { P_Chrome2 } finish { 
> _MetalE  } }
>
> #declare T_Chrome_3A = texture { pigment { P_Chrome3 } finish { 
> _MetalA  } }
> #declare T_Chrome_3B = texture { pigment { P_Chrome3 } finish { 
> _MetalB  } }
> #declare T_Chrome_3C = texture { pigment { P_Chrome3 } finish { 
> _MetalC  } }
> #declare T_Chrome_3D = texture { pigment { P_Chrome3 } finish { 
> _MetalD  } }
> #declare T_Chrome_3E = texture { pigment { P_Chrome3 } finish { 
> _MetalE  } }
>
> #declare T_Chrome_4A = texture { pigment { P_Chrome4 } finish { 
> _MetalA  } }
> #declare T_Chrome_4B = texture { pigment { P_Chrome4 } finish { 
> _MetalB  } }
> #declare T_Chrome_4C = texture { pigment { P_Chrome4 } finish { 
> _MetalC  } }
> #declare T_Chrome_4D = texture { pigment { P_Chrome4 } finish { 
> _MetalD  } }
> #declare T_Chrome_4E = texture { pigment { P_Chrome4 } finish { 
> _MetalE  } }
>
> #declare T_Chrome_5A = texture { pigment { P_Chrome5 } finish { 
> _MetalA  } }
> #declare T_Chrome_5B = texture { pigment { P_Chrome5 } finish { 
> _MetalB  } }
> #declare T_Chrome_5C = texture { pigment { P_Chrome5 } finish { 
> _MetalC  } }
> #declare T_Chrome_5D = texture { pigment { P_Chrome5 } finish { 
> _MetalD  } }
> #declare T_Chrome_5E = texture { pigment { P_Chrome5 } finish { 
> _MetalE  } }
>
> //                               SILVERS
> #declare T_Silver_1A = texture { pigment { P_Silver1 } finish { 
> _MetalA  } }
> #declare T_Silver_1B = texture { pigment { P_Silver1 } finish { 
> _MetalB  } }
> #declare T_Silver_1C = texture { pigment { P_Silver1 } finish { 
> _MetalC  } }
> #declare T_Silver_1D = texture { pigment { P_Silver1 } finish { 
> _MetalD  } }
> #declare T_Silver_1E = texture { pigment { P_Silver1 } finish { 
> _MetalE  } }
>
> #declare T_Silver_2A = texture { pigment { P_Silver2 } finish { 
> _MetalA  } }
> #declare T_Silver_2B = texture { pigment { P_Silver2 } finish { 
> _MetalB  } }
> #declare T_Silver_2C = texture { pigment { P_Silver2 } finish { 
> _MetalC  } }
> #declare T_Silver_2D = texture { pigment { P_Silver2 } finish { 
> _MetalD  } }
> #declare T_Silver_2E = texture { pigment { P_Silver2 } finish { 
> _MetalE  } }
>
> #declare T_Silver_3A = texture { pigment { P_Silver3 } finish { 
> _MetalA  } }
> #declare T_Silver_3B = texture { pigment { P_Silver3 } finish { 
> _MetalB  } }
> #declare T_Silver_3C = texture { pigment { P_Silver3 } finish { 
> _MetalC  } }
> #declare T_Silver_3D = texture { pigment { P_Silver3 } finish { 
> _MetalD  } }
> #declare T_Silver_3E = texture { pigment { P_Silver3 } finish { 
> _MetalE  } }
>
> #declare T_Silver_4A = texture { pigment { P_Silver4 } finish { 
> _MetalA  } }
> #declare T_Silver_4B = texture { pigment { P_Silver4 } finish { 
> _MetalB  } }
> #declare T_Silver_4C = texture { pigment { P_Silver4 } finish { 
> _MetalC  } }
> #declare T_Silver_4D = texture { pigment { P_Silver4 } finish { 
> _MetalD  } }
> #declare T_Silver_4E = texture { pigment { P_Silver4 } finish { 
> _MetalE  } }
>
> #declare T_Silver_5A = texture { pigment { P_Silver5 } finish { 
> _MetalA  } }
> #declare T_Silver_5B = texture { pigment { P_Silver5 } finish { 
> _MetalB  } }
> #declare T_Silver_5C = texture { pigment { P_Silver5 } finish { 
> _MetalC  } }
> #declare T_Silver_5D = texture { pigment { P_Silver5 } finish { 
> _MetalD  } }
> #declare T_Silver_5E = texture { pigment { P_Silver5 } finish { 
> _MetalE  } }
>
> //                       Macros Standard Metals
>
> #macro MetalTex(Type, Col, Fin)
>    #if(strcmp(Type, "Gold")=0) pigment { GoldCol(Col) } #end
>    #if(strcmp(Type, "Silver")=0) pigment { SilverCol(Col) } #end
>    #if(strcmp(Type, "Brass")=0) pigment { BrassCol(Col) } #end
>    #if(strcmp(Type, "Copper")=0) pigment { CopperCol(Col) } #end
>    #if(strcmp(Type, "Chrome")=0) pigment { ChromeCol(Col) } #end
>    #if(strcmp(Type, "Iron")=0) pigment { IronCol(Col) } #end
>    finish { MetFinish(Fin) }
> #end
>
> //                        User-defined metallic texture
>
> #macro MetalCol(Col, Fin)
>    pigment { rgb Col }
>    finish { MetFinish(Fin) }
> #end
>
> #version Metals_Inc_Temp;
> #end
>


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.