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"nzdzeni" <nzd### [at] gmailcom> wrote:
> PM 2,
>
> I commented out the planes to see if that would get rid of the noise and
> interstingly, it didn't! Which would imply that the planes are not the
> problem.
Sorry about that! Still, those planes did need fixing. :)
By way of apology, here is something I derived from what Chris B posted. I
hope you like it.
//-----------------------------------------------------------------------------
/*
Less dodgy wine glass
Derived From: Chris B
Subject: Re: Dodgy Wine Glass
Date: 6 Dec 2005 12:19:07
Message: <439581bb$1@news.povray.org>
PM 2Ring
*/
#include "colors.inc"
#include "glass.inc"
#declare Photons = 1;
#declare Area_Lights = 1;
#declare Use_Sturm = 1;
global_settings {
assumed_gamma 2.2 //because of glass.inc
max_trace_level 10
#if(Photons)
photons {
count 250000
autostop 0
}
#end
}
camera {
location <0, 2, -2> * 10 * .85
//location <0, .5, -2> * 10 * .65
look_at 3.25*y
angle 50
}
#if(0)
sky_sphere{pigment{function{abs(y)}}}
#else
background {color Silver}
#end
#declare Spot = 0.75;
light_source {
<-5, 6, -3>*25
//rgb 1
rgb 640 fade_distance 6.25 fade_power 2
spotlight point_at 8*z falloff 8*Spot radius 5*Spot tightness 0.1*Spot
#if(Area_Lights)
#declare AL = 5;
#declare ASize = 2.5;
area_light x*ASize, z*ASize, AL, AL
adaptive 1
jitter
circular
orient
#end
}
#declare Floor =
plane {
y, -1e-4
texture{
pigment {cells colour_map{[0 White][0.25 SkyBlue][1 White]}}
//pigment {color LightBlue }
pigment {checker SkyBlue, White}
//pigment {checker rgb <1,.8,.9>, White}
finish{reflection .25 diffuse 0.75 specular 0.25 roughness 1e-4}
//finish{diffuse .9}
//normal{quilted .25 control0 0 control1 0}
//normal{wrinkles .15 scale 3e-5}
translate z
scale 10
rotate y*45
}
}
//Wine Glass
#declare WGS = 10;
#declare WGA = array[WGS] //SOR points
{
<0.0, 0.4>,
<2.0, 1.0>,
<0.2, 1.05>,
<0.2, 1.08>,
<0.2, 1.9>,
<0.2, 4.9>,
<0.4, 5.3>,
<2.0, 6.9>,
<1.5, 9.4>,
< 2, 10.9>
}
#declare Wine_Glass_Outer = sor {
#declare I=0;
WGS,
#while(I<WGS)
WGA[I]
#declare I=I+1;
#end
#if(Use_Sturm) sturm #end
//pigment{checker}
}
#declare TH = 0.025; //thickness (sort-of)
#declare Wine_Glass_Inner = sor {
#declare I=5;
WGS-I,
#while(I<WGS)
WGA[I] + <-TH, TH*1e-4> //move inwards, and up a tiny bit
#declare I=I+1;
#end
#if(Use_Sturm) sturm #end
//pigment{checker Red,Yellow}finish{ambient .5}
}
#declare Wine = intersection
{
plane {y, 8.5}
sor {
#declare I=5;
WGS-I,
#while(I<WGS)
WGA[I] + <-TH-1e-4, TH*2e-4> //move inwards, and up a tiny bit
more
#declare I=I+1;
#end
#if(Use_Sturm) sturm #end
}
texture {
pigment{Red filter .6 transmit .4}
finish{ambient 0 diffuse 0.2 reflection {0,1 fresnel} conserve_energy}
}
interior{ior 1.35}
photons {
target
refraction on
reflection on
collect off
}
}
#declare Wine_Glass = difference {
object{Wine_Glass_Outer}
object{Wine_Glass_Inner}
texture {T_Glass3}
interior{ior 1.5}
photons {
target
refraction on
reflection on
collect off
}
}
//---The
scene--------------------------------------------------------------------------
union{
object{Wine_Glass}
object{Wine}
translate <0, -1, 1>
//rotate x*-45
}
object{Floor}
//-----------------------------------------------------------------------------
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