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I am working on water and sky for my USS Niagara WIP. THe problem I am
running into is the spots in the sky. The biggest and most visible is at the
far right. I thought it was a radiosity problem at first, but after working
radiosity for a while, I don't think it is anymore. Anybody have an Idea?
Here is the SDL.
#include "Ship Colors"
#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
#include "finish.inc"
#include "glass.inc"
#include "woods.inc"
#include "skies.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"
global_settings {
radiosity {
pretrace_start 0.08
pretrace_end 0.04
count 800
nearest_count 5
error_bound 1.8
recursion_limit 3
low_error_factor 0.5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
}
light_source {
<900000, 0, 0>
color rgb 1.0
rotate<180,-40,0>
}
sphere{<0,0,0,>, 1000000 hollow
texture{P_Cloud1 scale 25000
finish{ambient .2 diffuse .6} rotate<180,0,0>}
}
sphere {<0,0,0>, 1000001 hollow
texture{
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>*1.1]
[0.9 rgb <0.0,0.1,0.8>]
}
scale <1,2000000,1>
}
}
}
#declare Scale_Z = 0.02;
#declare T_Foam =
texture {
bozo
texture_map{
[ 0.0 pigment{ rgbt <0.4,0.5,0.3, 0.9>}]
[ 0.5 pigment{ rgbt <0.4,0.5,0.3, 0.9>}]
[ 1.0 pigment{ rgbt <4,4,4, 0>}]
}
scale 100
}
#declare M_Watx =
material {
texture{
gradient y
texture_map{
[0.0 pigment {color rgbt <0.4,0.5,0.3,
0.9>}finish {diffuse 0.3 ambient 0.0 reflection {0.03, 1.0 fresnel
on }conserve_energy specular 0.4 roughness 0.003}]
[1.0 pigment {color rgbt <0.4,0.5,0.3,
0.9>}finish {diffuse 0.3 ambient 0.0 reflection {0.03, 1.0 fresnel
on }conserve_energy specular 0.4 roughness 0.003}]
}
scale<1,1000,1>
}
interior {
ior 1.33
fade_distance 0.3
fade_power 1001
fade_color <0.4, 0.5, 0.47>
}
}
#include "waves.inc"
#declare MAX_WAVES = 50;
#declare fn_Water1=
function {
Waves(0, 5.2, clock*3.25, 70) * 0.024 + 0.5
}
#declare MAX_WAVES = 2;
#declare fn_Water2=
function {
Waves(0, 35, clock*3.25, 3000) *.05
}
#declare Siz=900000;
#declare Height=700;
#declare Foam =
height_field {
function 300, 300 { (fn_Water1(x, y, 0)+fn_Water2(x, y, 0))/2 }
water_level 0.85
smooth
translate <-0.5,-0.5,0.5>
hollow on
rotate<0,0,0>
scale <Siz,Height,Siz>
}
#declare Water =
height_field {
function 300, 300 { (fn_Water1(x, y, 0)+fn_Water2(x, y, 0))/2 }
smooth
translate <-0.5,-0.5,0.5>
hollow on
rotate<0,0,0>
scale <Siz,Height,Siz>
}
#declare OceanSurface =
union{
object{Water material{M_Watx}}
}
object{OceanSurface}
object{OceanSurface translate<0,0,-Siz>}
object{OceanSurface translate<-Siz,0,-Siz>}
object{OceanSurface translate<-Siz,0,0>}
plane { y, -2500 texture { pigment { color rgb <0.9, 0.88,
5> } } hollow on}
//#include "Shipinc.inc"
//object{Ship translate<0,1000,0>}
camera {
//orthographic
right 4/3*x*2
up y
angle 110
location <-15000,2500,-2000>
look_at <0,2500,-15000>
rotate<0,00,0>
translate<0,0,0>
}
****************************************************************************
***********
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Thanks for taking a look.
Tim
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Attachments:
Download 'uss niagara2.jpg' (270 KB)
Preview of image 'uss niagara2.jpg'
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