POV-Ray : Newsgroups : moray.win : A light bulb : Re: A light bulb Server Time
12 Nov 2026 23:59:37 EST (-0500)
  Re: A light bulb  
From: Stephen
Date: 21 Feb 2011 05:47:53
Message: <4d6242d9$1@news.povray.org>
On 21/02/2011 1:22 AM, alanr wrote:
> Is setting the scene ambient to 1 the only way to get the sphere to "glow" or
> have I missed something?

What I think you are looking for is projected_through to allow light 
through an object without the object casting a shadow. Or looks_like to 
make a light source have the appearance of an object. Neither of which 
seem to be available in Moray. I stopped using Moray a few years ago and 
now use Bishop3D as is still being developed and works with PovRay 3.7.
The other way of doing it is to use “Direct Code” in the Material editor.
Firstly create a material called Material1 with direct code texture. 
Paste the code below into the “Direct Code”.
Then create a union of a sphere and point light. Assign Material1 to the 
sphere. You can change how translucent the sphere is by changing the 
diffuse value of interior_texture and change the ambient in the 
interior_texture as well. (I’ve marked both and they are near the end of 
the code.

Code below (watch out for line breaks):

#declare Material1 =
material{
   texture {
     pigment {
       colour rgbft <1.000,1.000,1.000,0.000,1.000>
     }

     finish {
       ambient     rgb <0.00,0.00,0.00>
       brilliance  1.000
       crand       0.000
       diffuse     1.000
       metallic    0.000
       phong       0.000
       phong_size  40.000
       specular    0.200
       roughness   0.050
       reflection {
         rgb <0.200,0.200,0.200>, rgb <0.100,0.100,0.100>
         fresnel   0
         falloff   0.000
         exponent  1.000
         metallic  0.000
       }

     }

   }

   interior_texture {
     pigment {
       colour rgbft <1.000,1.000,1.000,0.100,0.000>
     }

     normal {
       leopard, 0.100
       scale     <0.001,0.001,0.001>
       scale     <0.001,0.001,0.001>
       warp {
         turbulence <5.000,5.000,5.000>
         octaves 6
         lambda 2.000
         omega 0.500
       }
     }

     finish {
       ambient     rgb <0.700,0.700,0.700> /* Change this overall 
brightness */
       brilliance  1.000
       crand       0.000
       diffuse     0.210	/* Change this for amount  of transparency */
       metallic    0.000
       phong       0.000
       phong_size  1.000
       specular    0.000
       roughness   0.001
       reflection {
         rgb <0.000,0.000,0.000>, rgb <0.000,0.000,0.000>
         fresnel   0
         falloff   0.000
         exponent  1.000
         metallic  0.000
       }
     }

   }

}


-- 
Regards
     Stephen


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