/* Translucent Effect 2006 Sam Benge ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ ~ distribute this file freely ~ ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ */ global_settings{ assumed_gamma 1 } #default{ finish{ambient 0 } } camera{ fisheye right x*.5*1.33 up y*.5 location<.034,.017,-15> angle 30 } // // area_light samples #declare l_res = 3; // 4 or 5 is good; higher = better // rotation of light_source, also affects sky_sphere #declare lrot = <25,25,0>; // color of light_source, also affects sky_sphere #declare lcol = <1,1,.9>*2; // light_source{y*100000,lcol rotate lrot area_light x*50000,z*50000,l_res,l_res jitter adaptive 1 orient circular } light_source{<-1,0,.5>*100000,.5 area_light x*50000,z*50000,l_res,l_res jitter adaptive 1 orient circular } sky_sphere{pigment{spherical scale 2 translate y*1 rotate lrot turbulence .2 lambda 3 poly_wave 1.5 color_map{[0 rgb<.1 .1 .4>][1 rgb lcol]}}} // your object here #declare obj= // everything must be inside merge or intersection brackets merge{ // put translucent objects below intersection{ sphere{0,1.1} box{-1,1 } cylinder{x*-1.2,x*1.2,.3 inverse} cylinder{y*-1.2,y*1.2,.3 inverse} cylinder{z*-1.2,z*1.2,.3 inverse} // put double_illuminate here double_illuminate } // put all other objects here merge{ box{-.85,.85} pigment{rgb .5} } rotate<-30,45,0> } #declare transmit_color = <0,1,0>; // this object won't show object{obj texture{ pigment{rgbt 1} } interior{ fade_power 2 fade_distance .01 fade_color transmit_color // change absorption to a higher value for less light penetration media{absorption 3 } } hollow no_image // it's translated a tiny bit away from the camera translate z*.001 } // this object shows // give it a new pigment and/or surface normal object{obj pigment{crackle poly_wave .1} finish{ brilliance 0 diffuse .5 ambient 0 specular 1 roughness .01 reflection{0,.5 falloff 3} } no_shadow }