POV-Ray : Newsgroups : povray.general : parallel planes to make an event horizon : Re: parallel planes to make an event horizon Server Time
8 Jul 2024 12:52:28 EDT (-0400)
  Re: parallel planes to make an event horizon  
From: Stephen
Date: 25 May 2014 04:02:13
Message: <5381a385$1@news.povray.org>
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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