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Here's a revamped script:
/* Smoothness factor [1=grainy, 2=rough, 3=default, 4=smooth */
#declare G = 2;
#switch (G)
#case (1)
#declare Granularity = 2;
#break
#case (2)
#declare Granularity = 5;
#break
#case (3)
#declare Granularity = 10;
#break
#case (4)
#declare Granularity = 20;
#break
#end
camera
{
location <0.0 , 4.0 ,-8.0>
look_at <0.0 , 0.0 , 0.0>
}
light_source { 0*x
color red 1.0 green 1.0 blue 1.0
translate <-20, 40, -20>
media_attenuation off
}
#declare Red=color red 1;
#declare Clear=color rgbf 1;
union {
sphere {<0,0,0>,1
texture {
pigment {
spotted color_map {
[0 Red][.6 Red][.61 Clear][.9 Clear][.91 Red][1 Red]}
}
scale .2}
finish {ambient 0 diffuse .5} //tweaked the sphere
} //inner sphere
light_source
{ 0*x color rgb<3,2,1> //intense reddish light
fade_distance 1 fade_power 2 //cause falloff of light
//neither of these media_ statements are needed unless turning off
// media_attenuation on media_interaction on
}
// Add media
sphere {<0,0,0>,2
hollow on //always use this remember (things do not default to this!)
pigment {rgbf<1,1,1,1>}
interior {
media {
absorption <0,.5,1> //filter out all blue, half green
intervals Granularity //smoothness of media
samples 5, 10 //fair amount of sampling
confidence 0.95 //better than default 0.9
variance 1/150 //better than default 1/128
ratio 1 //ratio of spotlight lit to unlit region for
intervals/samples to calculate
scattering {1, rgb .1 extinction 0} //lower extinction brightens
}
}
} //outer sphere
} //union
Don't know why, but your texture and pigment statements were missing their
leading braces. Other than that, only real thing wrong was the hollow keyword
and a need for larger scattering color.
Message <3662ef6d.0@news.povray.org>, Andrew Cocker typed...
>
>Hi,
> Please help me with this annoying problem.
> I have created a union of a sphere ( at origin, radius 1,textured mainly
>Red, but with Clear patches), a light_source, (also at origin
>media_attenuation on), and a final sphere ( also at origin, radius 2}.
> How do I add media to the larger sphere, so that the shafts of light
>coming from within the smaller sphere are visible? I've tried following the
>documentation, but the outer sphere is invisible.
> Here's my code ( it's messy, I know).
>
>Thanks in advance.
>
>Andy C.
>
>// ==== Standard POV-Ray Includes ====
>#include "colors.inc" // Standard Color definitions
>#include "textures.inc" // Standard Texture definitions
>
>camera
>{
> location <0.0 , 4.0 ,-8.0>
> look_at <0.0 , 0.0 , 0.0>
>}
>
>light_source
>{
> 0*x
> color red 1.0 green 1.0 blue 1.0
> translate <-20, 40, -20>
>media_attenuation off
>}
>
>union {
>sphere {<0,0,0>,1 texture
>
> pigment
>
> spotted color_map {
> [0 Red][.6 Red][.61 Clear][.9 Clear][.91 Red][1 Red]}
> }
> scale .2}
>}
>
>light_source
>{ 0*x color red 1.0 green 1.0 blue 1.0
> translate <0, 0, 0>
>media_attenuation on}
>
>// Add media
>sphere {<0,0,0>,2 pigment {rgbf<1,1,1,1>}
> interior {
> media {
> intervals 40
> scattering {1, rgb 0.02}
> samples 1, 10
> confidence 0.9999
> variance 1/1000
> ratio 0.9
>}
> }
>}
>
>}
>
>
>
>
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.html
=Bob
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