POV-Ray : Newsgroups : povray.newusers : How to create a beam inside a glass? : Re: How to create a beam inside a glass? Server Time
29 Jul 2024 18:25:35 EDT (-0400)
  Re: How to create a beam inside a glass?  
From: Stephen McAvoy
Date: 21 May 2005 20:28:52
Message: <rfkv81dbqoermkgpcklfljhkmihtvvh4mb@4ax.com>
On Sat, 21 May 2005 19:41:36 EDT, "Ziyan" <beg### [at] hotmailcom>
wrote:

>but nothing happens.....and even a Merge has separated surface.

/*
I did a quick scene in Moray so look out for different coordinate
system. (Z is up) I hope this helps.

BTW I am not renowned for my textures or media.
*/

default {
  texture {
    pigment { rgb <1,0,0> }
  }
}

#declare Checkered_1 = 
   material  // Checkered_1
   {   
      texture
      {      
         pigment
         {
            checker
               color rgb <0.882353, 0.882353, 0.882353>
               color rgb <0.952941, 0.952941, 0.952941>

         }      
         finish
         {
            ambient 0.1
         }      
         scale  6.0
      }
   }




#declare Scattering = 
   material  // Scattering
   {   
      texture
      {      
         pigment
         {
            color rgbt <0.531233, 0.531233, 0.531233, 1.0>
         }
      }   
      interior
      {
         media  // MyAtmosphere_1_1
         {
            variance 1.0/128.205128
            scattering
            {
               1 ,  rgbt <0.03, 0.03, 0.03, 1.0> // isotropic
scattering
               extinction 0.25
            }
         }
      }
   }




#declare Scattering_1 = 
   material  // Scattering_1
   {   
      texture
      {      
         pigment
         {
            color rgbt <0.0, 0.0, 0.0, 1.0>
         }
      }   
      interior
      {
         ior 1.3
         media  // MyAtmosphere_1_1_1
         {
            variance 1.0/128.205128
            scattering
            {
               1 ,  rgbt <1.0, 1.0, 0.0, 1.0> // isotropic scattering
               extinction 0.25
            }
         }
      }
   }
 
 
global_settings {
  adc_bailout 0.003922
  ambient_light <1.0,1.0,1.0>
  assumed_gamma 1.9
  hf_gray_16 off
  irid_wavelength <0.247059,0.176471,0.137255>
  max_intersections 64
  max_trace_level 10
  number_of_waves 10
  noise_generator 2
  charset ascii
  photons {
    adc_bailout       0.01
    spacing           1.0
    gather            20, 100
    media             0, 1.0
    jitter            0.4
    max_trace_level   5
    autostop          0.5
    radius            0.0
    expand_thresholds 0.2, 35.0
  }
}

background { color <0.000,0.000,0.000> }

camera {  //  Camera Camera01
  location  <      0.059,     -12.191,       4.009>
  sky       <    0.00000,     0.00000,     1.00000> // Use right
handed-system 
  up        <        0.0,         0.0,         1.0> // Where Z is up
  right     <    1.38192,         0.0,         0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray)
aspect ratio
  angle         54.40000    // Vertical      40.800
  look_at   <      0.039,      -0.151,       0.036>
}


//
// *******  L I G H T S *******
//

light_source {   // Spotlight Spotlight001
  <0.0, 0.0, 0.0>
  color rgb <0.000, 1.000, 0.000>*10
  spotlight
    point_at  <0.0, 0.0, -2.000>
    falloff    1.268  // outer radius (in deg)
    radius     1.238  // inner radius
    tightness  0.000
  media_attenuation on
  rotate 90.0*y
  translate  7.786407*x
}

light_source {   // Light001
  <0.0, 0.0, 0.0>
  color rgb <1.000, 1.000, 1.000>
  media_interaction off
  photons {
  }
  translate  <0.984692, -14.212549, 19.073553>
}

light_source {   // Spotlight Spotlight002
  <0.0, 0.0, 0.0>
  color rgb <1.000, 0.000, 0.000>*10
  spotlight
    point_at  <0.0, 0.0, -2.000>
    falloff    1.268  // outer radius (in deg)
    radius     1.238  // inner radius
    tightness  0.000
  media_attenuation on
  rotate 50.074482*y
  translate  <4.411019, 0.0, 4.027452>
}





//
// ********  OBJECTS  *******
//

plane { // Plane001
  z,0
  material {
    Checkered_1
  }
  photons {
    target 1.0
  }
  translate  <-0.038357, 0.0, -3.260318>
}


box { // Cube001
  <-1, -1, -1>, <1, 1, 1>
  material {
    Scattering
  }
  hollow
  scale 12.430292
}




cylinder { // Cylndr001
  <0,0,1>, <0,0,0>, 1 
  material {
    Scattering_1
  }
  hollow
  photons {
    reflection on
    refraction on
  }
  scale <1.0, 1.0, 3.723325>
  rotate 90.0*y
  translate  <-1.572624, 0.0, -0.038357>
}








Regards
        Stephen


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