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Did this mostly to learn how to do a transparent dome... this effort used:
difference {
sphere { <0,0,0>, 1
texture{ pigment{ rgbf <0.98, 0.98, 0.98, 0.9> }
finish { ambient 0.1 diffuse 0.1 reflection 0.2
specular 0.8 roughness 0.0003 phong 1 phong_size 400}
} // end of texture
scale<130,70,130> rotate<0,0,0> translate<0,0,0>
} // end of sphere -----------------------------------
sphere { <0,0,0>, .999
texture{ pigment{ rgbf <0.98, 0.98, 0.98, 0.9> }
finish { ambient 0.1 diffuse 0.1 reflection 0.2
specular 0.8 roughness 0.0003 phong 1 phong_size 400}
} // end of texture
scale<130,70,130> rotate<0,0,0> translate<0,0,0>
} // end of sphere -----------------
}
(with radiosity)
--Ralph
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Attachments:
Download 'greenhouse_city.jpg' (111 KB)
Preview of image 'greenhouse_city.jpg'
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Rotate the city. I don't want to see right through it, that makes it look
odd, makes it look much smalller. Also, if it were me, I would make the
ground/globe an isosurface, so you could give it a little geography. It is
*very* flat.
You might also play around with camera angles; I think you could find a
quite dramatic one.
A nice image.
-S
5TF!
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author nous apporta ses lumieres en ce 2005-01-23 09:12:
> Did this mostly to learn how to do a transparent dome... this effort used:
>
> difference {
>
> sphere { <0,0,0>, 1
> texture{ pigment{ rgbf <0.98, 0.98, 0.98, 0.9> }
> finish { ambient 0.1 diffuse 0.1 reflection 0.2
> specular 0.8 roughness 0.0003 phong 1 phong_size 400}
> } // end of texture
>
> scale<130,70,130> rotate<0,0,0> translate<0,0,0>
> } // end of sphere -----------------------------------
>
> sphere { <0,0,0>, .999
> texture{ pigment{ rgbf <0.98, 0.98, 0.98, 0.9> }
> finish { ambient 0.1 diffuse 0.1 reflection 0.2
> specular 0.8 roughness 0.0003 phong 1 phong_size 400}
> } // end of texture
>
> scale<130,70,130> rotate<0,0,0> translate<0,0,0>
> } // end of sphere -----------------
> }
>
> (with radiosity)
>
> --Ralph
>
>
>
> ------------------------------------------------------------------------
>
Why did you repeat the whole texture and finish?
A beter way to do the same:
difference{
sphere{0,1}
sphere{0,0.999}
texture{pigment{rgbf<0.98,0.98,0.98,0.9>}
finish{ambient 0.1 diffuse 0.1 reflection{0.01, 0.22 fresnel}
specular 0.8 roughness 0.0003}//end of finish
}//end of texture
interior{ior 1.5}//average value for glass
scale{130,70,130>
}//end of dome
Shorter and less error prone. It also use less memory.
Alain
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thanks, guys... very helpful suggestions!
--Ralph
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