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"Catseye" <jpf### [at] comcast net> wrote:
> Is there a "tool" in PovRay I can activate to easily display the trace of
> the light path from a single point on an object as reflected between 2
> mirrors?
>
> In lieu of that, can any one send or direct me to code for a nice "laser"
> render that can be inserted into my code to show the effects?
>
> Jim
I guess its up to me. a "nice" laser or a crappy one?
This is one of those cases where me and Google get together for answers ...
more and more this should be the case since 2008.
Google:
laser povray alphaquad
gets you:
http://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.479df15fa8892dc837391bc50@news.povray.org%3E/
http://news.povray.org/povray.binaries.images/thread/%3Cweb.488108769ae7ea535083b53c0%40news.povray.org%3E/
From LegoMan and Cousin Ricky
#declare lightsaber = material {
texture
{ pigment { rgbf 1 }
finish
{ reflection { 0 0.5 fresnel } conserve_energy
specular 1 roughness 0.01
}
#if (1) normal { n_Sea } #end
}
interior
{ #if (0) ior 1.5 #end
media
{
emission <.1, .1, 1>
#if (1) scattering { 3, <0.004, 0.012, 0.020> } #end
method 3
intervals 1
samples 3, 3
aa_level 2
}
}
}
object {
cylinder { 0, 15*y, 1.5 }
hollow //material { seawater }
material { lightsaber }
translate y*9.5
rotate x*-15 translate z*-3.0 rotate x*handxrot
translate <-2.6,-8,-4.0> rotate rarmrot translate <-shoulder,14,0>
}
planetarium laser and code from Rune's particles
#include "hash.inc"
// ************************* WarBird *******************************
#macro laser(A,B,rad,C)
#local p_id = 0.1;
#local glow_state = 0.001; // fader
#local glow_colorturb = <0.3,0.3,0.3>; //magnitude Randomness to color
#local ColorJitter =
(<Hash2(p_id,1),Hash2(p_id,2),Hash2(p_id,3)>-<0.5,0.5,0.5>)*glow_colorturb;
#local Color =
(
C
*(1+ColorJitter) // Randomness to color
*(1.001-glow_state)*20 // fader
);
#local ColorM = max(Color.x,max(Color.y,Color.z)); // highest RGB
#local Color = Color/2;
cylinder { 0,y*vlength(A-B),rad
//sphere { 0, 1
hollow no_shadow
pigment {rgbf 1}
finish {ambient 1 diffuse 0}
interior {
media {
emission Color // color
intervals 10 // default 10
ratio 0.9//default 0.9 distributes intervals-lit and unlit areas
samples 4,8 // default 1,1
variance 1.0/128
confidence 0.9
method 2 //1,2,3adaptive
density {
//spherical cylindrical
cylindrical
density_map {
[0.0, rgb 0 ]
[0.6, rgb Color ]
[1.0, rgb 2*ColorM]
}
}
}
}
rotate <-declination(A-B)+90,0,0>
rotate <0,-rascension(A-B)+90,0>
translate B
}
#end
laser(hp, Target,.2*Scale,<0,1,0>)
cylindrical light in media:
#declare laser =
light_source {
<0,0,0>,
rgb 1
cylinder
point_at <-1,0,0>
radius 0.05
falloff 0.1
tightness 0
#if (Use_Photons)
photons {reflection on refraction on}
#end
}
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