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Charles nous apporta ses lumieres en ce 2007/09/02 17:18:
> Dear Everyone,
>
> Burki: even though your candle looks very nice, it still doesn't render
> embedded objects with "participating" wax. I think (read: fear) that what I
> need is a full volume render, which
> 1) takes ages to render;
> 2) I don't know if povray is capable of.
>
> What seems to be the problem is that POVRay treats a material as a single
> entity instead of rendering it as thousands if not millions of particles
> (think of smoke). The obvious solution here is a #while-loop to dynamically
> generate as many of these micro-particles as gives a good render result.
> This post is a last cry for something more decent. Some sort of mapping?
>
> Thanks,
> Charles
>
> PS. Alain, I'm not sure this is what your code attempts to do. I couldn't
> get it parsed (latest POVRay version).
>
>
>
>
Where is the error? And what does it say?
Try this one:
#include "colors.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 5
photons{spacing 0.1}
}
// ----------------------------------------
camera {
location <0.0, 0.5, -4.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <-30, 30, -30>
}
// ----------------------------------------
plane { // checkered floor
y, -1
texture
{
pigment {
checker
color rgb 1
color blue 1
scale 0.5
}
finish{
diffuse 0.8
ambient 0.1
}
}
}
#declare Obj_Col = <1, 0.6, 0.2>;
#declare Obj_Absorption = 1 - Obj_Col;
#declare Media_Density = 7; //was 6.5; // must be adapted to size
#declare SSS_Tex =
texture {
pigment {
rgb Obj_Col
filter 1.2 // was 1.0
}
finish {
brilliance 4 // wasn't included from Andy Cocker
specular 0.5
roughness 0.2
ambient 0.2
reflection {
0.0,
0.5
fresnel
}
conserve_energy
}
normal{ granite 0.2 scale 0.00041}
}
#declare SSS_Int =
interior {
ior 1.3 // close to water
// Media with absorption and scattering
media {
absorption Obj_Absorption*2
scattering {
4, // Rayleigh
Media_Density //see above
}
}
}
#declare SSS_Material =
material {
texture {
SSS_Tex
}
interior {
SSS_Int
}
}
//
cylinder{
<0, -1, 0>
<0, 0.3, 0>
0.3
hollow
material {SSS_Material}
//photons{target refraction on}
}
sphere{<-0.1, -0.3, -0.1>,0.1 pigment{rgb 0}}
// an imbeded black sphere.
//end of file
--
Alain
-------------------------------------------------
Just because someone doesn't love you the way you want them to, doesn't mean
they don't love you with all they have.
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