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I've been trying to get a material to glow without effecting its surroundings
with a 'blinding' light, but in order to get the glowing part of the scene to
look how I want it to, the rest of the scene is illuminated far too greatly.
In the scene below, I would like some reflection of the light in the water, but
it's a bit overpowering as it is now, and the ramp beneath the light is also
illuminated much more brightly than desired.
//-----------------------------
#include "functions.inc"
//--What I believe needs adjustment
#declare M_Glass_Blue = material
{
texture
{
pigment{rgbf<0,.6,1,1.2>}
finish
{
ambient 0.0
diffuse 0.05
specular 0.6
roughness 0.005
reflection
{
0.1, 0.9
fresnel on
}
conserve_energy
}
}
interior
{
ior 1.5
fade_power 10001
fade_distance 0.1
fade_color <0,.6,1>
}
}
light_source
{
<-1,.5,-.75>*1000
rgb 1
}
#declare Chevron=union
{
union
{
box
{
<-.1,0,-.35><.1,.1,-.3>
}
box
{
<.4,0,-.65><.45,.1,0>
matrix<
1,0,0,
0,1,0,
.5,0,1,
0,0,.3>
}
box
{
<-.4,0,-.65><-.45,.1,0>
matrix<
1,0,0,
0,1,0,
-.5,0,1,
0,0,.3>
}
box
{
<.4,0,.2><.45,.1,0>
matrix<
1,0,0,
0,1,0,
-.5,0,1,
0,0,.3>
}
box
{
<-.4,0,0><-.45,.1,.2>
matrix<
1,0,0,
0,1,0,
.5,0,1,
0,0,.3>
}
box
{
<-.35,0,.45><.35,.1,.5>
}
box
{
<.2,0,-.65><.41,.01,0>
matrix<
1,0,0,
0,1,0,
.5,0,1,
0,0,.3>
}
box
{
<-.2,0,-.65><-.41,.01,0>
matrix<
1,0,0,
0,1,0,
-.5,0,1,
0,0,.3>
}
box
{
<0,0,.16><.41,.01,0>
matrix<
1,0,0,
0,1,0,
-.5,0,1,
0,0,.3>
}
box
{
<0,0,.16><-.41,.01,0>
matrix<
1,0,0,
0,1,0,
.5,0,1,
0,0,.3>
}
box
{
<-.21,0,-.1><.21,.01,.35>
}
pigment{rgb .7}
}
union
{
difference
{
merge
{
box
{
<.2,.005,-.625><.41,.2,0>
matrix<
1,0,0,
0,1,0,
.5,0,1,
0,0,.3>
}
box
{
<-.2,.005,-.625><-.41,.2,0>
matrix<
1,0,0,
0,1,0,
-.5,0,1,
0,0,.3>
}
box
{
<0,.005,.16><.41,.2,0>
matrix<
1,0,0,
0,1,0,
-.5,0,1,
0,0,.3>
}
box
{
<0,.005,.16><-.41,.2,0>
matrix<
1,0,0,
0,1,0,
.5,0,1,
0,0,.3>
}
box
{
<-.21,.005,-.1><.21,.2,.35>
}
}
box
{
<.3,-.2,-1><1,.2,.5>
matrix<
1,0,0,
-1,1,1,
.5,0,1,
.1,.1,.3>
}
box
{
<-.3,-.2,-1><-1,.2,.5>
matrix<
1,0,0,
1,1,1,
-.5,0,1,
-.1,.1,.3>
}
box
{
<-.3,-.2,-1><.3,.2,0>
matrix<
1,0,0,
0,1,1.5,
0,0,1,
0,.1,-.3>
}
box
{
<.3,-.2,-1><1,.2,.5>
matrix<
1,0,0,
-1,1,-1,
-.5,0,1,
.1,.1,.3>
}
box
{
<-.3,-.2,-1><-1,.2,.5>
matrix<
1,0,0,
1,1,-1,
.5,0,1,
-.1,.1,.3>
}
box
{
<-.5,-.2,.45><.5,.2,1>
matrix<
1,0,0,
0,1,-1.5,
0,0,1,
0,.1,0>
}
box{<-.5,.15,-.7><.5,.3,.5>}
}
material{M_Glass_Blue}
}
//--These seven light sources illuminate the material
union
{
light_source{<0,.1,.15> rgb<0,.6,1>}
#local i=0;
#while (i<2*pi)
light_source{<.15*cos(i),.1,.15+.15*sin(i)> rgb<0,.6,1>}
#local i=i+pi/3;
#end
}
}
object{Chevron scale 1.5 translate<0,.25,9.5> rotate y*40 translate<0,-.5,0>
rotate x*-90 translate<0,7,0>}
//--plane beneath water
plane
{
y,-10
pigment{rgb 0}
}
//--water plane
plane
{
y,-1
material {
texture {
pigment {
rgbf <0.2, 0.7, 0.3, 0.5>
}
finish {
ambient 0.0
diffuse 0.0
reflection {
0.0, 1.0
fresnel on
}
specular 0.4
roughness 0.003
}
normal {
function {
f_ridged_mf(x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2)
} 0.8
scale 0.25
}
}
interior {
ior 1.3
}
}
}
//--Platform raised above water surface
union
{
box
{
<-5,-100,-1><5,0,1>
matrix<
1,0,0,
.5,1,-5,
0,0,1,
0,1,0>
}
box
{
<-5,-100,-1><5,0,1>
matrix<
1,0,0,
.5,1,5,
0,0,1,
0,1,0>
}
box
{
<-5,-100,-1><5,0,1>
matrix<
1,0,0,
-.5,1,-5,
0,0,1,
0,1,0>
}
box
{
<-5,-100,-1><5,0,1>
matrix<
1,0,0,
-.5,1,5,
0,0,1,
0,1,0>
}
pigment{rgb .8}
}
camera
{
location<0,1,0>*30
look_at<0,0,0>
rotate -x*95
rotate -y*0
translate<0,1.75,0>
}
sky_sphere
{
pigment
{
gradient y
color_map
{
[ 0/269 rgb<120/255, 79/255, 51/255>]
[ 1/269 rgb<141/255, 83/255, 46/255>]
[ 2/269 rgb<177/255, 86/255, 41/255>]
[ 3/269 rgb<235/255,128/255, 72/255>]
[ 5/269 rgb<255/255,159/255, 72/255>]
[ 8/269 rgb<255/255,203/255, 94/255>] // New
[ 10/269 rgb<255/255,218/255,112/255>]
[ 13/269 rgb<255/255,233/255,148/255>] // New
[ 15/269 rgb<251/255,241/255,172/255>] // New
[ 20/269 rgb<255/255,246/255,203/255>]
[ 30/269 rgb<255/255,240/255,219/255>]
[ 40/269 rgb<236/255,223/255,214/255>]
[ 50/269 rgb<205/255,204/255,212/255>]
[ 55/269 rgb<185/255,190/255,209/255>] // New
[ 60/269 rgb<166/255,176/255,201/255>]
[ 65/269 rgb<149/255,163/255,190/255>] // New
[ 70/269 rgb<129/255,149/255,182/255>]
[ 80/269 rgb<103/255,127/255,171/255>]
[ 90/269 rgb< 79/255,110/255,154/255>]
[100/269 rgb< 66/255, 97/255,143/255>]
[110/269 rgb< 52/255, 84/255,131/255>]
[120/269 rgb< 47/255, 75/255,122/255>]
[140/269 rgb< 37/255, 60/255,102/255>]
[160/269 rgb< 32/255, 51/255, 84/255>]
[180/269 rgb< 27/255, 42/255, 71/255>]
[200/269 rgb< 25/255, 36/255, 58/255>]
[220/269 rgb< 22/255, 31/255, 48/255>]
[240/269 rgb< 18/255, 27/255, 42/255>]
[260/269 rgb< 15/255, 21/255, 33/255>]
[269/269 rgb< 15/255, 21/255, 33/255>]
}
}
}
//-------------------------------
Any suggestions on maintaining a similar look for the light fixture while
diminishing its effect on the surrounding scene would be appreciated.
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