POV-Ray : Newsgroups : povray.newusers : Need help on lighting and glass materials please : Re: Need help on lighting and glass materials please Server Time
5 Oct 2024 15:56:16 EDT (-0400)
  Re: Need help on lighting and glass materials please  
From: m a r c
Date: 9 Sep 2009 08:32:43
Message: <4aa7a06b$1@news.povray.org>

web.4aa64f7175ff90ec9dacbac0@news.povray.org...
> Hi all,
> This is an image here:- 
> http://www.flickr.com/photos/40381418@N02/3717188064/
> on Flickr. Can anyone show how this image was made, especially the 
> lighting and
> the glass material and how it's so vivid and vibrant please.
>
> Any help/pointer would be greatly appreciated.
>
I took as a challenge to try and get as close as I could to the image.
The main issue is the ior for which I couldn't find a good value for both 
refraction and caustics width

Marc
.
Here is the code :



#version 3.6

#declare Photons=1;

global_settings {
  max_trace_level 11
  #if (Photons)          // global photon block
    photons {
      spacing 0.02                 // specify the density of photons
      }

  #end
}

// ----------------------------------------

camera {
  right x*image_width/image_height
  location  <-5,3,-5>
  look_at   <0,0.0,0>
}

light_source {
  <-500,400,200>*.2
  color rgb 1.0
  photons {
    refraction on
    reflection on
  }
}

sky_sphere {
  pigment {
    gradient y
    color_map {
      [0.0 rgb 1.3]
      [0.7 rgb <0.8,0.8,0.8>]
    }
  }
}


// ----------------------------------------

plane {
  y, 0
  texture {
    pigment { color rgb 1 }
    finish {ambient 0 diffuse .6 brilliance 0
    reflection {
        .5
      }
    //  conserve_energy
      }
  }
}


#macro M_Glass(Cnt_spheres)
material {
  texture {pigment {color Fadecolors[Cnt_spheres] transmit .7 filter .3}

    finish {
      ambient 0.0
      diffuse 0.0
      specular 1
      roughness 0.005
      reflection {
        0.3, 1
       // fresnel on
        falloff 3
      }
      conserve_energy
    }
  }
  interior {fade_color Fadecolors[Cnt_spheres]
    ior 1.5
  #if(Photons=0)
    caustics .2
  #end
      fade_power 1001
      fade_distance .8

  }
}
#end

#declare 
Fadecolors=array[7]{<1,0,0>,<1,0.5,0>,<1,1,0>,<0,1,0>,<0,0.5,1>,<0,0,1>,<.8,0,.8>};
#declare Rayon=.5;
#declare Nb_spheres=7;
#declare Depart=(Nb_spheres/2)*-Rayon;
#declare Cnt_spheres=0;
#while (Cnt_spheres<Nb_spheres)
        sphere {
                y*Rayon, Rayon
                translate x*(Depart+(Rayon*2*Cnt_spheres))
                M_Glass(Cnt_spheres)
                photons {  // photon block for an object
                        target 1.0
                        refraction on
                        reflection on
                        }
                hollow
                }
         #declare Cnt_spheres=Cnt_spheres+1;
#end


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