POV-Ray : Newsgroups : povray.binaries.images : Glass Blobs : Re: Glass Blobs Server Time
4 Nov 2024 22:23:08 EST (-0500)
  Re: Glass Blobs  
From: the ajj
Date: 19 Jan 2007 04:50:01
Message: <web.45b09416d569255b5867e6a30@news.povray.org>
Here you go......the photons really make the glass look good :-)

// POVRay 3.6 Scene File "Hexagonal.pov"
// created by Adrian Jackson
// Date: 28.12.2006
// Web Site: www.squaretomato.co.uk/povray
//-----------------------------------------------------------------------------------------

#version 3.6;

#include "colors.inc"
#include "shapes_lo.inc"
#include "rad_def.inc"
#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
#include "glass.inc"

global_settings {
                assumed_gamma 1
                photons {
                  count 1000000
                  }
}

//#default { pigment { rgb 1 } finish { diffuse 1 ambient 0 } }

#macro XZonacircle (circle_radius, circle_angle)

        #declare X = circle_radius*cos(radians(circle_angle));
        #declare Z = circle_radius*sin(radians(circle_angle));

#end


#declare tplane = texture {pigment {color rgb< 0.5, 0.5, 1.0>}  finish {
diffuse 0.85} normal{granite .03 scale <1,1,1> scale 0.03}}
#declare tglass = material {texture {Glass3} interior {I_Glass}}



#local a=0;
#local RadiusVal   = 0.95; // (0 < RadiusVal) outer sphere of influence on
other components
#local StrengthVal = 1.0; // (+ or -) strength of component's radiating
density


blob {threshold 0.6
        #while (a < 360)
            XZonacircle (3, a)
            sphere {<X, 0, Z>, RadiusVal, StrengthVal scale <2.5,2.5,2.5>}
          #local a=a+360/15;
        #end
      material {tglass} photons {target refraction on collect off}
} // end of blob

plane { y, -1.15 texture {tplane}}

light_source {
  0*x                 // light's position (translated below)
  color rgb 1.0       // light's color
  area_light
  <4, 0, 0> <0, 0, 4> // lights spread out across this distance (x * z)
  16, 16                // total number of lights in grid (4x*4z = 16
lights)
  adaptive 0          // 0,1,2,3...
  jitter              // adds random softening of light
  circular            // make the shape of the light circular
  orient              // orient light
  translate <15, 12, -14>   // <x y z> position of light
}

light_source {
  0*x                 // light's position (translated below)
  color rgb 1.0       // light's color
  area_light
  <4, 0, 0> <0, 0, 4> // lights spread out across this distance (x * z)
  16, 16                // total number of lights in grid (4x*4z = 16
lights)
  adaptive 0          // 0,1,2,3...
  jitter              // adds random softening of light
  circular            // make the shape of the light circular
  orient              // orient light
  translate <10, 10, 15>   // <x y z> position of light
}

#declare use_dof=1;  // (0=off, 1=on)
#declare blur_amt=50;

#declare cam0 = camera {#declare cl=<-1.4,13,-38>;
                        #declare la=<-1.4,1,2>;
                        right x*640/480
                        location cl
                        angle 30
                        look_at la
                        rotate <0,0,0>
                        #if (use_dof)
                          focal_point la
                          aperture 0.5
                          blur_samples blur_amt
                          confidence 0.999           // [0...1] when to move
on while sampling (smaller is less accurate)
                          variance 1/10000            // [0...1] how precise
to calculate (smaller is more accurate)
                        #end}

camera {cam0}


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