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Interesting effect ... The max-trace_level was originally set to 5 which
made half of the cude reflections change into a disjointed collection of
dots, simply raising it to 6 fixed the fault.
If you want a differn't effect you could try changing the camera from y2 to
y-2 and turning the resulting image upside down, well I liked it! Its
amazing sometimes what a change in camera can do to a scene!
Heres the Source...
#include "colors.inc" // Standard Color definitions
#include "textures.inc" // Standard Texture definitions
#include "functions.inc" // internal functions usable in user defined
functions
#include "shapes.inc"
// create a regular point light source
//light_source { <20, 40, -20> color White}
// adding a photon{} block to
global_settings activates photon mapping.
// photons also need to be adjusted for light sources and objects.
// used in global_settings, sets the maximum ray tracing bounce depth (1 or
more) [5]
global_settings {
max_trace_level 6
}
light_source {
<0,70,0>
colour White
spotlight point_at <0,0,0>
tightness 50
radius 7
falloff 10
photons {
reflection on
refraction on
}
}
plane { <0,1,0>,-1.5 texture { pigment { Clear } finish { reflection
} } }
media { // atmospheric media sample
intervals 10
scattering { 1, rgb 0.03 }
samples 1, 10
confidence 0.9999
variance 1/1000
ratio 0.9
}
camera { location <0,2,-5> look_at <0,0,0> }
background { Black }
#macro Balls(xcount,zcount)
#declare flapper=0;
union {
#while(xcount>0)
#declare myZ = zcount;
#while(myZ>0)
sphere {
<xcount,0,myZ>,.5
texture {
#if(flapper=0)
pigment { Red }
finish {
reflection 1
ambient 0
specular 0.5
diffuse 0.7
}
#declare flapper = 1;
#else
pigment { rgbf <0.1,0.1,1,0.4> }
finish {
reflection {0.1,0.6}
ambient 0
specular 0.2
diffuse 0.7
}
#declare flapper = 0;
#end
}
hollow
}
#declare myZ= myZ- 1;
#end
#declare xcount = xcount - 1;
#end
}
#end
object { Balls(101,101) translate <-50,0,-50>}
box {
<-.5,-.5,-.5>,
<.5,.5,.5>
texture {
pigment { Clear }
finish {
reflection {0.1,1}
specular 0.3
diffuse 0.7
}
}
hollow
interior {
ior 1.5
/*
media {
intervals 10 //30
ratio 0.9
samples 2,4
confidence 0.9
variance 1.0/128.0
method 1
absorption <0.5,0.5,0.5>
scattering {
1, Green*2
extinction 0
}
density {
spherical scale .25
warp { turbulence
<.1,.1,.1> }
}
}
*/
}
rotate <45,0,45>
translate <-.1,1.4,0>
rotate <0,12,0>
}
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