POV-Ray : Newsgroups : povray.general : Transparent PNGs : Re: Transparent PNGs Server Time
4 May 2024 09:24:03 EDT (-0400)
  Re: Transparent PNGs  
From: Sven Littkowski
Date: 12 Oct 2017 11:59:57
Message: <59df917d@news.povray.org>
On 11.10.2017 23:17, omniverse wrote:
> no_image in the primitive, CSG or object statement, will do that and texture not
> needed.

BIG THANKS!
"That's one small step for a POVian, one giant leap for reconstructors."

Everything is working 100% now.


---SCENE--------------------------------------------------------------------------

#local Temp_version = version;
#version 3.7;

#declare MyRadiosity = off;   // on

global_settings
{
 #if(MyRadiosity)
  radiosity
  {
   media on
   pretrace_start 0.08
   pretrace_end   0.001
   count 400
   error_bound 0.75
   recursion_limit 1
   normal on
  }
 #end
 subsurface        {}
 adc_bailout       0.0039
 ambient_light     rgb < 0.000, 0.000, 0.000 >
 assumed_gamma     1.000
 irid_wavelength   rgb < 0.250, 0.180, 0.140 >
 max_trace_level   5
 number_of_waves   10
 noise_generator   3
 charset           ascii
}





#declare TotalLength           = 10.0;   // length of oars of the lowest
line
#declare AmountOarsInLine      = 25;
#declare AmountLines           = 1;
#declare MyBladeWidth          = 0.150;  // the width of the oar's blade
#declare LineLeftShift         = 0.25;   // shift towards the left side
for additional lines
#declare LineHeightShift       = 0.25;   // distance to line below
#declare MyVariance            = 1.5;    // human irregularity
#declare MyHeightMore          = 0.50;   // upper lines need longer oars
#declare MyAngleMore           = 01.5;   // upper lines go a bit steeper
into water
#declare GeneralAngle          = 82.5;   // the angle of each oar from
hull towards water - lower angles = more vertical / higher angles = more
horizontal
#declare BladeAngle            = -65.0;  // the angle of the blade when
touching water
#declare ForwardAngle          =  7.3;   // to equalize the ends of each
line to the eye - lower angle = more backwards / higher angle = more
forwards / 7.5 = balanced
#declare MySceneTransitionLeft = -1.0;   // moves the entire object into
view center
#declare MyCameraAngle         = 17.0;
#declare MyShadows             = yes;     // render of "OARS ONLY" (no)
or of "SHADOWS ONLY" (yes)

#declare R1 = seed(1);
#declare R2 = seed(2);
#declare R3 = seed(3);






#if(MyShadows=no)
 camera
 {
  location < 7.0,  0.0, -200.0 >
  look_at  < 7.0,  0.0,   0.0 >
  angle MyCameraAngle
  right x*image_width/image_height
 }
#elseif(MyShadows=yes)
 camera
 {
  location < 7.0, -65.0, -200.0 >
  look_at  < 7.0, -15.0,   0.0 >
  angle MyCameraAngle
  right x*image_width/image_height
 }
#end



light_source
{
 < -50000.0, 25000.0, -100000.0 >
 rgb < 1.0, 1.0, 1.0 > *1.5
 area_light x*2500,z*2500,5,5 circular orient
 area_illumination
}

#if(MyShadows=no)
 light_source
 {
  <  50000.0, 25000.0, -100000.0 > //light position
  color rgb < 1.0, 1.0, 1.0 > * 0.5
  parallel
  point_at < 0.0, 0.0, 0.0 >
 }
#end

//
--------------------------------------------------------------------------------------------------

#include "textures.inc"

#declare UpperOar = texture
{
 DMFDarkOak
 pigment { color rgb < 0.3686275,  0.4509804,  0.2509804 > }
 normal { wood 0.5 scale 0.3 turbulence 0.1 }
 finish { phong 1 }
 rotate< 90.0, 0.0, 0.0 >
 scale 0.25
}

#declare LowerOar = texture
{
 DMFDarkOak
 pigment { color rgb < 0.1372549,  0.1372549,  0.1372549 > }
 normal { wood 0.5 scale 0.3 turbulence 0.1 }
 finish { phong 1 }
 rotate< 90.0, 0.0, 0.0 >
 scale 0.25
}





//
--------------------------------------------------------------------------------------------------

#macro MyOar(MyHeightMoreThis)
 union
 {
  union
  {
   cone
   {
    < 0.0, -10.0, 0.0 > 0.025 < 0.0, -9.75, 0.0 > MyBladeWidth   //
Bottom Blade
    scale < 1.0, 1.0, 0.1 >
   }
   cone
   {
    < 0.0, -9.75, 0.0 > MyBladeWidth < 0.0, -6.5, 0.0 > 0.075    // Top
Blade
    scale < 1.0, 1.0, 0.1 >
   }
   cone
   {
    < 0.0, -9.5, 0.0 > 0.020 < 0.0, -6.5, 0.0 > 0.075            //
Shaft Blending into Blade
   }
   cylinder
   {
    < 0.0, -6.5, 0.0 > < 0.0, -6.0, 0.0 > 0.075                  //
Lower Shaft
   }
   texture { LowerOar }
  }
  union
  {
   cylinder
   {
    < 0.0, -6.0, 0.0 > < 0.0, 0.0, 0.0 > 0.075                   //
Upper Shaft
   }
   #if(MyHeightMoreThis>0)
    cylinder
    {
     < 0.0, MyHeightMoreThis, 0.0 > < 0.0, 0.0, 0.0 > 0.075      //
Longer Shaft for Upper Oar Lines
    }
    translate < 0.0, -MyHeightMoreThis, 0.0 >
   #end
   texture { UpperOar }
  }
  #if(MyShadows=no)
   no_shadow
  #end
 }
#end






#macro MyOarLine(AmountOarsInLine,MyHeightMoreThis,MyAngleMore)
 union
 {
  #declare MyNumber = 0;
  #while(MyNumber<AmountOarsInLine)

   #declare MyAngleWater     = (rand(R1)*MyVariance)+GeneralAngle;
   #declare MyAngleHands     = (rand(R2)*MyVariance)+BladeAngle;
   #declare MyAngleDirection = (rand(R3)*MyVariance)+ForwardAngle;
   object
   {
    MyOar(MyHeightMoreThis)
    rotate < 0.0, MyAngleHands, 0.0 >
    rotate < MyAngleWater-MyAngleMore, 0.0, 0.0 >
    rotate < 0.0, 0.0, MyAngleDirection >
    translate < (MyNumber*0.925), 0.0, 0.0 >
   }
   #declare MyNumber = MyNumber+1;
  #end
 }
#end



union
{
 #declare ThisLine = 0;
 #while(ThisLine<AmountLines)
  object
  {
   MyOarLine(AmountOarsInLine,MyHeightMore*ThisLine,MyAngleMore*ThisLine)
   translate <
-((AmountOarsInLine*0.925)/2)+0.925+(LineLeftShift*ThisLine),
LineHeightShift*ThisLine, 0.0 >
   #if(MyShadows=yes)
    no_image
   #end
  }
  #declare ThisLine=ThisLine+1;
 #end

 #if(MyShadows=yes)
  box
  {
   < -30.0, -15.0, 0.0 > < 30.0, 15.0, 0.1 >
   pigment { color rgb < 1.0, 1.0, 1.0 > }
  }
  #end
 translate < MySceneTransitionLeft, 0.0, 0.0 >
}


---
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