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> I forgot to post the scene code:
> ------------------------------------------
>
> #version 3.7;
>
> global_settings
> {
> assumed_gamma 1.0
>
> }
> #default
> {
> finish { ambient 0.0 diffuse 0.0 }
> }
>
> //------------------------------------------------------------------------
> #include "colors.inc"
> #include "textures.inc"
> #include "glass.inc"
> #include "metals.inc"
> #include "golds.inc"
> //------------------------------------------------------------------------
> camera
> {
> /*ultra_wide_angle*/ angle 20 // diagonal view
> location < -20.0 , 15.0 ,-00.0 >
> right x*image_width/image_height
> look_at < 0.0 , 2 , 0.0 >
> }
> //------------------------------------------------------------------------
> // sun -------------------------------------------------------------------
> light_source { < 250, 100, -250 > color < 1.0, 0.62353, 0.46667 > *5 }
> // sky
> -------------------------------------------------------------------
>
> sky_sphere
> {
> pigment
> {
> gradient < 0, 1, 0 >
> color_map
> {
> [ 0.0 color rgb < 1.00000, 0.62353, 0.46667 > ] // Pink
> [ 0.4 color rgb < 0.64706, 0.30588, 0.59608 > ] // Purple
> [ 0.6 color rgb < 0.64706, 0.30588, 0.59608 > ] // Purple
> [ 1.0 color rgb < 1.00000, 0.62353, 0.46667 > ] // Pink
> }
> scale 2
> }
> }
>
> //------------------------------------------------------------------------
>
>
> // ground -----------------------------------------------------------------
> //---------------------------------<<< settings of squared plane dimensions
>
>
> plane
> {
> < 0, 1, 0 >, 0
> texture { pigment { color rgb < 0.24706, 0.38431, 0.058824 > *1.0 }
> finish { ambient 0.0 diffuse 0.0 } }
> rotate< 0, 0, 0 >
> }
> //------------------------------------------------ end of squared plane XZ
>
> //--------------------------------------------------------------------------
> //---------------------------- objects in scene ----------------------------
>
> box
> {
> < -1.0, -0.5, -1.0 > < 1.0, 1.0, 1.0 >
> texture { T_Copper_1A }
> pigment{ rgbt < 0.20784, 0.19216, 0.25098, 1.0 > }
> finish { reflection 0.5 }
> hollow
> interior
> {
> media
> {
> //emission < 0.9, 0.9, 1.0 > *1.5 remove
> //absorption < 0.0, 0.0, 0.5 > probably not needed
> scattering
> {
> 3, < 1.0, 1.0, 1.0 >
> extinction 2.0
//Should be 1.0 to be acurate
> }
> density
> {
> gradient < 1.0, 0.25, 0.5 > // controls the cloud formation
> turbulence 0.5
> frequency 5
> color_map
> {
> [ 0.0 rgb 0.0 ]//border
> [ 0.5 rgb 0.1 ]
> [ 1.0 rgb 1.0 ]//center
> } // end color_map
> } // end of density
> } // end of media ----
> } // end of interior
> translate < 0.0, 1.0, 0.0 >
> scale < 5.0, 1.5, 5.0 >
> }
>
> fog
> {
> fog_type 2
> distance 2
> color rgb < 0.20784, 0.192160, 0.2509800 > *0.8 // Purple
> color rgb < 0.49020, 0.058824, 0.0078431 > *0.8 // Blood Red
> fog_offset 0.1
> fog_alt 1.25
> turbulence 1.8
> }
fog never interact with your light. It just add it's colour over some
distance.
Quick and fast and dirty hack from before media was introduced.
Remove that fog.
>
> cylinder
> {
> < 0.0, 0.0, 0.0 > < 0.0, 4.0, 0.0 > 0.25
> texture { T01 }
> texture { T_Copper_1A }
> }
>
> sphere
> {
> < 0.0, 4.0, 0.0 > 0.25
> texture { T01 }
> texture { T_Copper_1A }
> }
>
> ---
> http://www.avg.com
>
If your media is not present enough, just increase it's density.
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