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Hello all,
I need you help with a scene of mine.
Basically i'm trying to modell a "flared" disc of gaz...
The disc is the surface inside a cylinder and between 2 paraboloids...
I fill it with emitting media...
i wanted to tell the code i want more emmiting media to the center of the
disc...i did it with a cylindrical density pattern.
my problem is that bright part of my media is not centered in the disc...it
seems that it has nothing to do with the cylindrical pattern...
i spent many hours trying to understand what i did wrong...i figure it may
be a silly error of mine, but it can also be something i simply did not
understand so i'm requesting your help! :D
i'm looking forward for your advices
jimmy
here's a paste of my scene file:
#include "colors.inc"
#include "functions.inc"
#include "shapes.inc"
//rayons min et max du disque....
#declare r_in = 10;
#declare r_out = 500;
//hauteur min et max du disque
#declare h_min =10;
#declare h_max =80;
//cylinder encompassing the disc
#declare Cube = cylinder{<0,-h_max,0>,<0,h_max,0>,r_out open } ;
//top and bottom surfaces
#declare top = object{Paraboloid_Y
scale r_out
scale ((h_max-h_min)/r_out)*y
translate h_min*y
}
;
#declare bottom=object{top
rotate 180*x
};
//construction of the flared disc
#declare disque=union{
object{top}
object{bottom}
clipped_by{Cube}
};
#declare Disque=union{
object{Cube}
object{disque}
};
//color map
#declare gradient_disque= color_map{
[0.0 rgb<0.002,0.0,0.0>]
[0.05 rgb<0.03,0.0,0.0>]
[0.1 rgb<0.035,0.0,0.0>]
[0.2 rgb<0.04,0.0,0.0>]
[0.3 rgb<0.05,0.0,0.0>]
[0.4 rgb<0.1,0.0,0.0>]
[0.6 rgb<0.2,0.00,0.00>]
[0.7 rgb<0.3,0.00,0.0>]
[0.8 rgb<0.4,0.0,0.0>]
[0.9 rgb<0.5,0.08,0.0>]
[1.0 rgb<1.0,0.2,0.05>]
}
//object{bottom texture{pigment{color Green}} finish{diffuse 0.6} }
//object{top texture{pigment{color Green}} finish{diffuse 0.6} }
//declaration gaz inside the disc
#declare gaz=
interior{
media{
method 3
intervals 1
samples 5
emission 0.01
density{cylindrical scale 500
color_map{gradient_disque}
}
density{wrinkles scale 50
color_map{
[0.0rgb<0.1,0.1,0.1>]
[0.5rgb<0.5,0.5,0.5>]
[1.0rgb<1,1,1>]
}
}
}};
object{Disque
texture {pigment {rgbt 0.5}}
interior{gaz}
hollow}
// perspective (default) camera
camera {location <000.0, 500.0, -1000.0> look_at <0.0, 0.0, 0.0>}
//sphere{0,200 pigment{White}}
light_source { <8000,2000,0> rgb 1 }
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