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> Hi,
>
> I want to use POV-Ray to simulate an physicalic correct x-ray image. To do that
> I use completely transparent bodies (filter 1) and the physicalic correct fade
> distance for the used materials. To test this, I create two boxes on top of each
> other. The code looks like this (don't
> wonder about the small values, I need to work with millimeters):
>
> //----------------------------
> #include "colors.inc"
> #declare Nothing = texture {pigment {color White filter 1} }
> #declare Metall1 = interior{ fade_power 1000 fade_distance 8.8865E-5}
> #declare Metall2 = interior{ fade_power 1000 fade_distance 3.01368E-4}
>
> light_source {<0,0,0.1> color rgb<1,1,1> }
> camera {orthographic location<0,0,-0.1> look_at<0,0,0> angle 5 }
> background { color White }
>
>
> box {<-2E-3, -0.5E-3, 0>,<2E-3, 0.5E-3, 0.03E-3>
> texture {Nothing}
> interior {Metall1}
> }
>
>
You need to avoid coincident surfaces, so, you need to fudge your
objects dimentions a little so that ther surfaces are very close without
actualy touching.
A side note:
You don't need to use such small values, even working in mm. A POV-unit
can be any "real world" unit you want, from Parsects (or more) down to
Armstrong and smaller... All you need to do is to make your model
assuming that 1 unit = 1 mm.
All you need to di is to remove those E-3 from your dimentions, or add
+3 to the expoment.
Alain
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