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> camera {
> location <0,0,-10>
> look_at <0.0, 0.0, 0.0>
> right x*image_width/image_height
> angle 20
> }
>
> // create a regular point light source
> light_source {
> 0*x // light's position (translated below)
> color rgb <1,1,1> // light's color
> translate vrotate(<0,0,-100>,<60,60,0>)
> }
>
>
> sphere { 0, 1
> hollow
> material{
> texture{
> finish{
> ambient 0
> diffuse 1
> specular 0
> reflection 0
> }
> pigment {rgbt .99}
> }
> interior{
> media {
> intervals 1
> samples 1,5
> emission 1
> method 3
> density{
> spherical
> warp{black_hole <2,0,0>,2}
> warp{black_hole <0,2,0>,2}
> color_map{
> [.25 rgb 0]
> [1 rgb y]
> }
> }
> }
> }
> }
> }
The black_hole allows you to create a local perturbation in the pattern.
It don't allow you to translate the pattern.
Here, you pull the media into a non-spherical shape.
What was asked was how to place the media pattern relative to an object
that is NOT defined around the origin.
In your sample, how to place correctly the spherical pattern if the
sphere is defined as:
sphere{<125, 55, 73>, 1... instead of sphere{0,1...
Also, your sampling is way wrong.
Method 3 is the default. It needs at LEAST samples 3 and default to
samples 10.
samples 1,5 realy mean samples 1
The second value is always ignored.
Lastly, your light is useless in that particular scene.
Alain
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