POV-Ray : Newsgroups : povray.newusers : HELP WITH RAINDROPS : HELP WITH RAINDROPS Server Time
29 Jul 2024 04:31:02 EDT (-0400)
  HELP WITH RAINDROPS  
From: Mac
Date: 6 Oct 2006 16:00:00
Message: <web.4526b4b48e5bec7ffe434bb70@news.povray.org>
I have this code and need to make the ball look like raindrops playing with
sor and iors:::

////////////////////////////////////////////////////////////////////////////////#include
"colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"

#declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75      // front view
                            location  <0.0 , 2.75 ,-3.0>
                            right     x*image_width/image_height
                            look_at   <0.0 , 2.75 , 0.0>}
#declare Camera_1 = camera {ultra_wide_angle angle 90       // diagonal view
                            location  <2.0 , 2.5 ,-3.0>
                            right     x*image_width/image_height
                            look_at   <0.0 , 1.0 , 0.0>}
#declare Camera_2 = camera {ultra_wide_angle angle 90     // right side view
                            location  <3.0 , 1.0 , 0.0>
                            right     x*image_width/image_height
                            look_at   <0.0 , 1.0 , 0.0>}
#declare Camera_3 = camera {ultra_wide_angle angle 90            // top view
                            location  <0.0 , 3.0 ,-0.001>
                            right     x*image_width/image_height
                            look_at   <0.0 , 1.0 , 0.0>}
camera{Camera_0}

global_settings {  assumed_gamma 1.0 }
// sun
light_source{<1500,2500,-2500> color White}
// sky
plane{<0,1,0>,1 hollow
       texture{ pigment{ bozo turbulence 0.76
                         color_map { [0.5 rgb <0.20, 0.20, 1.0>]
                                     [0.6 rgb <1,1,1>]
                                     [1.0 rgb <0.5,0.5,0.5>]}
                       }
                finish {ambient 1 diffuse 0} }
       scale 100000}
// fog
fog{fog_type   2.5
    distance   25
    color      Navy/Blue
    fog_offset 0.10
    fog_alt    10.0
    color      Gray
    turbulence 0.75}

//plane
 plane { y, 0
    texture {
      pigment { rgbf <0.8, 0.4, 0.2> }
      normal {
        bumps .6
        scale <.75, .25, .25>
        rotate <0, 45, 0>
      }
      finish { caustics .10 }
    }
  }

#declare Random_1 = seed (11153); // use: "rand(Random_1)"
#declare Random_2 = seed (1553) ; // use: "rand(Random_2)"

#declare Ball_1 =
 sphere{<0,0,0>,0.25 scale <1,1,1> rotate<0,0,0> translate<0,0,0>
 texture{pigment{color rgb<1,0.65,0>}
                finish {ambient 0.15 diffuse 0.85 phong 1}}}

#declare Ball_1 =
sphere {
  <0,.5,0>,.5
  translate <1.0,0,-1.3>
  material { M_Glass }
  interior { ior 1.5 }

  photons {       // photon block for an object
    target 1.0
    refraction on
    reflection on
  }
}

#declare Ball_2 =
 sphere {
  <0,.2,0>, .2
  translate <1.0,0,-1.3>
  material { M_Glass }
  interior { ior 3.5 }

  photons {
    target 1.0
    refraction on
    reflection on

  }
}

union{
 #declare Nr = -10;     // start
 #declare EndNr = 10; // end
 #while (Nr< EndNr+1)

   object{Ball_1 translate<Nr*0.5,0 + 8 * rand(Random_1) ,0>}

   object{Ball_2 translate<Nr*0.5,0 + 5 * rand(Random_2) ,0>}

 #declare Nr = Nr + 1;
 #end

rotate<0,0,0>
translate<0,0,4>} // end of union

 #declare ball = sor {
  7,
  <0.000000, 0.000000>
  <0.13, 0.00>
  <0.62, 0.54>
  <0.21, 0.82>
  <0.19, 0.96>
  <0.28, 1.0>
  <0.46, 1.0>
  open
 }


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