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On 25/05/2014 06:58, skippy wrote:
> Is it possible to have 2 parallel planes with the light source and camera
> between them? So that it would look like a horizon, with the plane above meeting
> the plane below off in the distance.
>
> I've tried variations of this code:
> plane { <0, 1, 0>, -1
> pigment {
> checker color Red, color Blue
> }
> texture { T_Stone25 scale 4 }
> }
>
> plane { <0, -1, 0>, -7
> pigment {
> checker color Blue, color Green
> }
> texture { T_Stone25 scale 4 }
> }
>
> Thinking the normals of the planes would be opposing each other (hence y is 1
> for bottom plane and -1 for top plane). Reference says the distance value is how
> far along the normal from the origin. So if the normal is going y-negative, I'd
> need a negative number to bring the plane back 'up' above the camera and light
> source.
>
> But I can't seem to make this idea work. Suggestions?
>
>
Normals aside. What are you trying to do with your textures?
When I ran your code (added a camera and light source) I got what you
wanted.
You will need to use a finish with a high ambient value to see to the
meeting point.
If you are using layered textures the top one must have a degree of
transparency for the lower ones to be seen.
So I would start off with a simple texture for my planes and work up
from there.
Try the scene below but don't use my coding as a good example as it is
machine written. You will need to use high Anti-Aliasing settings.
#version 3.7; // Insert the version of povray here
background { colour rgb <0.000,0.000,0.000> }
#declare Texture1 =
texture {
pigment {
hexagon
colour rgbft <1.000,0.000,0.000,0.000,0.000>
colour rgbft <0.000,1.000,0.000,0.000,0.000>
colour rgbft <0.000,0.000,1.000,0.000,0.000>
}
finish {
ambient rgb <0.753,0.753,0.753>
brilliance 1.000
crand 0.000
diffuse 0.600
metallic 0.000
phong 0.000
phong_size 40.000
specular 0.000
roughness 0.050
}
}
#declare Camera0 =
camera {
perspective
location <-52.428,2.000,0.000>
up y
right -1.333*x
angle 33.000
sky <0.000,1.000,0.000>
look_at < 40.000, 2.000, 0.000 >
} // end Camera0
light_source { // Light_Source0
< 0.000000, 0.000000, 0.000000 >, colour rgb <1.000,1.000,1.000>*2.000
fade_power 0.000
fade_distance 100.000
media_attenuation off
media_interaction on
translate <47.366000,6.668002,16.100000>
} // end Light_Source0
plane { // Plane0
y , 0
translate <-0.000000,-1.000000,-0.000000>
texture{ Texture1 }
translate <0.000000,1.000000,0.000000>
translate <0.000000,-1.000000,0.000000>
} // end Plane0
plane { // Plane1
y , 0
translate <0.000000,-7.000000,-0.000000>
rotate <0.0,0.0,180.000000>
texture{ Texture1 }
rotate <0.000000,0.000000,-180.000000>
translate <-0.000000,7.000000,0.000000>
rotate <0.000000,0.000000,180.000000>
translate <0.000000,7.000000,0.000000>
} // end Plane1
camera{ Camera0 }
--
Regards
Stephen
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