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On Wed, 17 Jan 2007 04:49:23 EST, "the_ajj"
<adr### [at] tiscalicouk> wrote:
>Hi,
>
>Here is a quick image I knocked up on Sunday Evening. Comments welcome.
>
>Thanks,
>
>Adrian
I have tried to copy this image as a learning exercise. The blobs are
OK but even with the hint you gave about the interiors I still cannot
get the same glassy look as you have.
Can I ask you to please post the source code.
Thanks
John
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Here you go......the photons really make the glass look good :-)
// POVRay 3.6 Scene File "Hexagonal.pov"
// created by Adrian Jackson
// Date: 28.12.2006
// Web Site: www.squaretomato.co.uk/povray
//-----------------------------------------------------------------------------------------
#version 3.6;
#include "colors.inc"
#include "shapes_lo.inc"
#include "rad_def.inc"
#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
#include "glass.inc"
global_settings {
assumed_gamma 1
photons {
count 1000000
}
}
//#default { pigment { rgb 1 } finish { diffuse 1 ambient 0 } }
#macro XZonacircle (circle_radius, circle_angle)
#declare X = circle_radius*cos(radians(circle_angle));
#declare Z = circle_radius*sin(radians(circle_angle));
#end
#declare tplane = texture {pigment {color rgb< 0.5, 0.5, 1.0>} finish {
diffuse 0.85} normal{granite .03 scale <1,1,1> scale 0.03}}
#declare tglass = material {texture {Glass3} interior {I_Glass}}
#local a=0;
#local RadiusVal = 0.95; // (0 < RadiusVal) outer sphere of influence on
other components
#local StrengthVal = 1.0; // (+ or -) strength of component's radiating
density
blob {threshold 0.6
#while (a < 360)
XZonacircle (3, a)
sphere {<X, 0, Z>, RadiusVal, StrengthVal scale <2.5,2.5,2.5>}
#local a=a+360/15;
#end
material {tglass} photons {target refraction on collect off}
} // end of blob
plane { y, -1.15 texture {tplane}}
light_source {
0*x // light's position (translated below)
color rgb 1.0 // light's color
area_light
<4, 0, 0> <0, 0, 4> // lights spread out across this distance (x * z)
16, 16 // total number of lights in grid (4x*4z = 16
lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <15, 12, -14> // <x y z> position of light
}
light_source {
0*x // light's position (translated below)
color rgb 1.0 // light's color
area_light
<4, 0, 0> <0, 0, 4> // lights spread out across this distance (x * z)
16, 16 // total number of lights in grid (4x*4z = 16
lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <10, 10, 15> // <x y z> position of light
}
#declare use_dof=1; // (0=off, 1=on)
#declare blur_amt=50;
#declare cam0 = camera {#declare cl=<-1.4,13,-38>;
#declare la=<-1.4,1,2>;
right x*640/480
location cl
angle 30
look_at la
rotate <0,0,0>
#if (use_dof)
focal_point la
aperture 0.5
blur_samples blur_amt
confidence 0.999 // [0...1] when to move
on while sampling (smaller is less accurate)
variance 1/10000 // [0...1] how precise
to calculate (smaller is more accurate)
#end}
camera {cam0}
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To add the balls just add the following! :-)
#declare tchrome = texture { Polished_Chrome normal{average normal_map{[1
granite .1 scale 4] [1 crackle poly_wave .05 turbulence .1 scale 4]}}
finish {diffuse 0.85 phong 1}}
sphere {<-6, 1.9, 30> 3 texture {tchrome pigment{crackle poly_wave .1
turbulence .1 scale 4 color_map{[0 Black][1 Red]}}}} //Red
sphere {<8, 1.9, 20> 3 texture {tchrome pigment{crackle poly_wave .1
turbulence .1 scale 4 color_map{[0 Black][1 Green]}}}} //Green
sphere {<-10, 1.9, 10> 3 texture {tchrome pigment{crackle poly_wave .1
turbulence .1 scale 4 color_map{[0 Black][1 Blue]}}}} //Blue
Adrian
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"the_ajj" <adr### [at] tiscalicouk> wrote in message
news:web.45b4b130d569255b5867e6a30@news.povray.org...
> To add the balls just add the following! :-)
>
> #declare tchrome = texture { Polished_Chrome normal{average normal_map{[1
> granite .1 scale 4] [1 crackle poly_wave .05 turbulence .1 scale 4]}}
> finish {diffuse 0.85 phong 1}}
>
> sphere {<-6, 1.9, 30> 3 texture {tchrome pigment{crackle poly_wave .1
> turbulence .1 scale 4 color_map{[0 Black][1 Red]}}}} //Red
> sphere {<8, 1.9, 20> 3 texture {tchrome pigment{crackle poly_wave .1
> turbulence .1 scale 4 color_map{[0 Black][1 Green]}}}} //Green
> sphere {<-10, 1.9, 10> 3 texture {tchrome pigment{crackle poly_wave .1
> turbulence .1 scale 4 color_map{[0 Black][1 Blue]}}}} //Blue
>
> Adrian
>
Thanks!
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