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Massimo nous illumina en ce 2009-03-11 13:40 -->
> Hello all POV experts
> I'm a new user and wold like to create a "glass" sphere with an image on the
> surface.
> Wandering here and there and reading the documentation, I succeeded in creating
> the below added code. It would be nice, apart from the reflection of the bitmap
> to the back of the inner surface giving unwanted reflections.
> You see I added two image_maps on the front and on the back, shifted 180 deg. to
> see in transparency the back of the bitmap on the other side.
> Reflection are a catastrophe!!!! What couuld I do? any suggestion?
> Thank You
> Massimo
>
> Attached the code I used
>
> #include "colors.inc"
> #include "skies.inc"
>
> sky_sphere { S_Cloud3 }
>
> camera {
> location <0, 2, -5>
> look_at <0,0, 0>
> }
>
> light_source {
> <0, -12, 10>
> color White
> shadowless
> }
> light_source {
> <0, 0, -10>
> color White
> shadowless
> }
>
> sphere{ <0,0,0>, 1
> texture{ pigment { color rgbf <0.9, 0.9, 0.9, 0.8> } // transparent sphere
> finish {
> reflection 0.2
> refraction 1.0
> ior 1
> phong 0.4
> }
> } // end of texture 1
> texture{ pigment{
> image_map{ gif "POV-Ray_215.gif"
> map_type 0
> once
> filter all 1
> }
> translate<-0.5,-0.2>
> scale<2.5,1>*0.7
> } // end pigment
> } // end of texture 2
> texture{ pigment{
> image_map{ gif "POV-Ray_215.gif"
> map_type 0
> once
> filter all 1
> }
> translate<-0.5,-1>
> scale<2.5,1>*0.7
> rotate<0,180,0>
> } // end pigment
> } // end of texture 3
> } // end of sphere ------------------
>
>
>
>
>
>
Another way to map your image is to use the warp.
texture{ pigment{
warp{spherical image_map{ gif "POV-Ray_215.gif"
once
filter all 1
}}
translate<-0.5,-0.2>
scale<2.5,1>*0.7
} // end pigment
With "once" it will only apears once on the surface. Without it, it will get
tilled. You use the scale command to adjust the area the image will cover.
Without scale, it will go from one pole to the other and meet itself on the
back. Scale<0.25, 0.5, 1> will restrict it within 45 degree up and down and 90
degree around.
--
Alain
-------------------------------------------------
You know you've been raytracing too long when you look at a matrix transform and
know instantly what it does.
John VanSickle
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