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omn### [at] charternet news:3fc9b7bc@news.povray.org
> Are you using absorption?
I do
> How about media_attenuation in the light
> source?
Light is at default settings
> I think a lot of scattering alone tends to look this way.
Material is:
pigment { rgbf 1 } // <-- I will change it
finish { brilliance 1.3 phong 0.35 .... }
normal { average normal_map {
[1.0 facets coords .1]
[1.0 facets size .1]
[0.1 granite .3 scale .03]
}
}
interior {
media {
#local C = <1,.3,0>; // color
density {
average
density_map {
[1 bozo color_map{[0 rgb .8][.80 rgb .8][.85 rgb 1][1 rgb 6]} scale 0.06 ]
[1 bozo color_map{[0 rgb .8][.60 rgb .8][.80 rgb 1.3][1 rgb 2]} scale 0.02 ]
}
}
absorption rgb 0.5
scattering { 1 rgb C extinction 0 }
}
}
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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