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> "William Pokorny" <pokorny_epix_net> wrote:
>
>> Artefacts is probably not the best term - limitations might be better. For
>> example, in the coloured bulbs image I put an individual, randomised, bozo
>> sphere around each so the colour pattern reflected would be different. I started
>> with the idea of putting the texture on the inside of a hollow sphere, but could
>> not get the reflection-amplification effect to work at all that way. Eventually
>> I got there with a transmit filter on the outside of the sphere using
>> no_reflection, no_shadow for those spheres - but I could not use no_image
>> because then I lost the transmit filter. Long winded way to say that when I try
>> to build a scene around these type of "bulbs," the edges of this outer sphere
>> show up and the illusion is broken.
>
> Oh, that sounds very complicated. I'm not sure whether I've understood it
> completely. I once had made an earth globe with a frosted rim like appearance. I
> have adapted the code a bit, so that it might look a little like the frosted
> bauble you are looking for. But maybe the bozo texture thing is not quite what
> you were looking for? Because there's not much bozo in the middle of the sphere.
> However, you only need one sphere, at least and not an additional outer one in
> this case.
>
> Regards,
>
> Simone
>
> /////////////////////////////////////////
> camera {
> location <0.0, -1, -23.5>
> look_at <0.0, 0.0, 0.0>
>
> right x*image_width/image_height
>
> angle 30
>
> }
>
> light_source { <0, 0, 3.5> color rgb <-.15 ,1, 1>*55 shadowless } //
> light behind sphere for frosted rim
>
> light_source { /// light inside sphere
> 0*x
> color rgb <4,1,1>*2
> translate <0, 0, 0>
> }
>
> light_source { /// normal light (works without too)
> 0*x
> color rgb <1,1,1>*.5
> translate <0, 0, -20>
> }
>
> sphere
> {
> <0, 0, 0>
> 3.0
> texture { pigment { color rgbt <.25,.01,0.01,.3> } }
>
> texture {
> pigment {
> bozo
> color_map {
>
> [0.0 color rgbt <.0, .0, .0, .67> ]
> [1 color rgbt <.2, .2, .2, 1> ]
> }
> scale .6
> }
> }
>
> finish { phong .3 phong_size 5 ambient .4}
> hollow on
>
> }
> /////////////////////////
>
>
> ------------------------------------------------------------------------
>
Why the hollow on?
You don't use any media. hollow's one and only use/purpose is to enable
an object to contain a media or be filled with fog. Nothing else!
Alain
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