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"alphaQuad" <alp### [at] earthlinknet> wrote in message
news:web.46e4350f557ec0ed8e1c63a80@news.povray.org...
> Wijnand Nijs <w.n### [at] alf4alldemonnl> wrote:
>> Uhhh... I like also the scene (background, lighting etc.) for the
>> presentation of objects. Is the source public?
>
> Yah I saw it too, but didnt ask for the domain assistance tossed out
> around
> here.
> They cant paste the code or give an actual URL with the code, rant over.
Huh? Who's 'they'? You can't find it yourself? Shame on you.
Here it is:
#declare FB = yes;
#declare Rad = no;
global_settings {assumed_gamma .92 max_trace_level 6} //This is what I
used for one of my entries, change it to your liking, or use the default
immediately below.
/*global_settings {
//This setting is for alpha transparency to work properly.
//Increase by a small amount if transparent areas appear dark.
max_trace_level 10 */
#include "colors.inc"
#include "skies.inc"
#include "textures.inc"
camera{
up y
right z*image_width/image_height
angle 41
location -z*201.5
look_at 0
#if (FB)
aperture 1.2 // [0...N] larger is narrower depth of field
(blurrier)
blur_samples 200 // number of rays per pixel for sampling
focal_point 0
confidence 1 // [0...1] when to move on while sampling
(smaller is less accurate)
variance 1/1000 // [0...1] how precise to calculate (smaller
is more accurate)
#end
}
#include "CGSphere.inc" //You will have to find CGSphere.inc
#declare CGSphereO=sphere{0 40}
object{Ground}
#declare MatOut= //Chrome texture
material{
texture{
pigment{rgb 1}
finish{
conserve_energy
diffuse 0.0
ambient 0
reflection{0 1 fresnel on metallic 1}
}
}
interior{ior 25}
rotate -y*90
}
Good luck on making those lines crisp and clean. ;)
~Steve~
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