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On 15/12/2017 15:08, William F Pokorny wrote:
> I know of no built in way to strictly get a conical light source where
> all the rays are at 45 degrees relative to some light source axis.
I thought you could but I can't get it to work.
Below is the code I got working for LH coordinates.
What puzzles me is that I had to rotate the light source by 180° to get
the light to show.
////////////////////////////
#version 3.6;
background { colour rgb <0.000,0.000,0.000> }
//
****************************************************************************
// referenced scene items and forced visible scene items declaration begin
//
****************************************************************************
#declare Blue_White_Tiles2 =
texture {
checker
texture {
pigment {
colour rgbft <1.000,1.000,1.000,0.000,0.000>
}
finish {
ambient rgb <0.100,0.100,0.100>
brilliance 1.000
crand 0.000
diffuse 0.600
metallic 0.000
phong 0.000
phong_size 40.000
specular 0.000
roughness 0.249
reflection {
rgb <0.100,0.100,0.100>, rgb <0.000,0.000,0.000>
fresnel 0
falloff 0.000
exponent 1.000
metallic 0.000
}
}
}
texture {
pigment {
colour rgbft <0.000,0.502,1.000,0.000,0.000>
}
finish {
ambient rgb <0.100,0.100,0.100>
brilliance 1.000
crand 0.000
diffuse 0.600
metallic 0.000
phong 0.000
phong_size 40.000
specular 0.000
roughness 0.249
reflection {
rgb <0.100,0.100,0.100>, rgb <0.000,0.000,0.000>
fresnel 0
falloff 0.000
exponent 1.000
metallic 0.000
}
}
}
rotate <0.0,0.0,180.000>
rotate <-90.000,0.0,0.0>
scale <-300.000,-300.000,-1000.000>
rotate <90.000,0.000,-180.000>
rotate <0.000,-180.000,0.000>
scale <0.010,0.010,0.010>
}
#declare Object1 =
torus {
0.100000,0.050000
sturm
translate <0.000000,0.366564,0.000000>
} // end Object1
#declare Camera0 =
camera {
perspective
location <-0.006,12.002,-10.392>
up y
right -1.333*x
angle 33.000
sky <0.000,0.655,0.756>
look_at < 0.000, 0.000, 0.000 >
} // end Camera0
//
****************************************************************************
// referenced scene items and forced visible scene items declaration end
//
****************************************************************************
light_source { // Light_Source1
< 0.000000, 0.000000, 0.000000 >, colour rgb <1.000,0.000,1.000>*10.000
fade_power 0.000
fade_distance 100.000
media_attenuation off
media_interaction on
projected_through {Object1}
rotate <180.000000,0.000000,0.000000>
translate <0.000000,1.275000,0.000000>
} // end Light_Source1
union { // Lights
light_source { // Shadowless_Light_Source0
< 0.000000, 0.000000, 0.000000 >, colour rgb <1.000,1.000,1.000>
fade_power 0.000
fade_distance 100.000
media_attenuation off
media_interaction on
shadowless
translate <15.811000,100.000000,-200.977356>
} // end Shadowless_Light_Source0
light_source { // Light_Source0
< 0.000000, 0.000000, 0.000000 >, colour rgb <1.000,1.000,1.000>
fade_power 0.000
fade_distance 100.000
media_attenuation off
media_interaction on
translate <-24.636320,55.859425,-195.075000>
} // end Light_Source0
translate <0.000000,0.000000,-74.423000>
} // end Lights
plane { // Plane1
y , 0
texture{ Blue_White_Tiles2 }
translate <0.000000,-1.964000,0.000000>
} // end Plane1
camera{ Camera0 }
--
Regards
Stephen
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