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Hi Ken,
this is the resulting image for the candle code, a screenshot of
Moray's Material Editor with the texture and the material in Moray's
Material Library format.
This is the verbatim copy of the material that Moray exported:
#declare FlameTexture =
material // FlameTexture
{
texture
{
pigment
{
color rgbt <1.0, 1.0, 1.0, 1.0>
}
}
interior
{
media
{
intervals 20
confidence 0.999
variance 1.0/100.0
emission rgb <1.0, 1.0, 1.0>
scattering
{
1 , rgb <0.01, 0.01, 0.01> // isotropic scattering
}
density
{
spherical
color_map
{
[ 0.0 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
[ 1.0 rgbft <5.0, 3.0, 0.0, 0.0, 0.0> ]
}
turbulence 0.4
lambda 1.0
cubic_wave
scale <0.8, 1.0, 0.8>
}
density
{
gradient y
color_map
{
[ 0.0 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
[ 1.0 rgbft <1.0, 1.0, 1.0, 0.0, 0.0> ]
}
cubic_wave
translate 1.0 * y
}
density
{
gradient y
color_map
{
[ 0.0 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
[ 1.0 rgbft <1.0, 1.0, 1.0, 0.0, 0.0> ]
}
poly_wave 0.5
}
}
}
}
Granted, it doesn't parse as fast as your obfuscated POV code.....
relax, just kidding <g> (about the obfuscated).
I did have to look at the POV-Ray docs to figure out what your code
was doing in two places<G>.
And you did help me to discover one bug related to reloading a texture
from file with out-of-range values. Thanks!
- Lutz
email : lut### [at] stmuccom
Web : http://www.stmuc.com/moray
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Attachments:
Download 'candle.gif' (3 KB)
Download 'candletex.gif' (6 KB)
Download 'CandleFlame.mtx.dat' (2 KB)
Preview of image 'candle.gif'
Preview of image 'candletex.gif'
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