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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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