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the outside), but I can only do in a disc object with the following code
disc{ <0,0,0>, <0,1,0>, 1.0
material{
texture {
spherical
texture_map {
[0.0 pigment{rgbft <1, 1, 1, 1 ,
0>} finish{ambient 0 diffuse 0}]
[0.4 pigment{rgbft <1, 1, 1, 0.4 ,
0>} finish{ambient 0.5 diffuse 0.7}]
[1.0 pigment{rgbft <1, 1, 1, 0 ,
0>} finish{ambient 0.5 diffuse 0.7}]
}
}
}
scale <60,60,90>
translate 100*z
}
When applying to a sphere the render goes black.
Any ideas?
Sergio Faria
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Inexistencia-Design, Dec. P. Eventos Lda <ine### [at] esotericapt> wrote:
: texture {
: spherical
: texture_map {
: When applying to a sphere the render goes black.
This is because the texture applies only to the surface of the object.
That spherical map is black at the surface.
Media is the only way to make "3D"-textures.
--
main(i){char*_="BdsyFBThhHFBThhHFRz]NFTITQF|DJIFHQhhF";while(i=
*_++)for(;i>1;printf("%s",i-70?i&1?"[]":" ":(i=0,"\n")),i/=2);} /*- Warp -*/
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As Nieminen said, you're dealing with a surface-only object (any
primitive(s) are simply the surfaces, no interior until CSG'd (and even
then still the various surfaces exist only). You have also got the
textures listed backward; 0 is innermost, 1 is outermost in this case
(repeats over if sphere is more than 1 unit diameter). You can easily
reverse these things with 'frequency -1' after 'spherical'.
Besides that, I'm not sure why you would be getting a black sphere when
your texture says it should be opaque white at the surface. Oh well,
anyhow, using media to get the right effect you want (I'll assume) you
need to reverse the inner and outer textures used in your example so
that 1 is innermost, 0 is outermost. Like so:
density_map {
[0 White] //inner
[1 Clear] //outer
}
within a density statement, within a media statement, within further
still a interior statement.
Wish you luck, it's not as hard as it may sound. Except for it being
rather slow and prone to granularity.
"Inexistencia-Design, Dec. P. Eventos Lda" wrote:
>
> the outside), but I can only do in a disc object with the following code
>
> disc{ <0,0,0>, <0,1,0>, 1.0
> material{
> texture {
> spherical
> texture_map {
> [0.0 pigment{rgbft <1, 1, 1, 1 ,
> 0>} finish{ambient 0 diffuse 0}]
> [0.4 pigment{rgbft <1, 1, 1, 0.4 ,
> 0>} finish{ambient 0.5 diffuse 0.7}]
> [1.0 pigment{rgbft <1, 1, 1, 0 ,
> 0>} finish{ambient 0.5 diffuse 0.7}]
> }
> }
> }
> scale <60,60,90>
> translate 100*z
> }
>
> When applying to a sphere the render goes black.
> Any ideas?
>
> Sergio Faria
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
mailto:inv### [at] aolcom?PoV
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Oh man did I goof!
No, no, no. Not this:
density { spherical
density_map {
[0 White] //inner (a regular old fashioned texture goes this way)
[1 Clear] //outer
}
}
But this instead is correct:
density { spherical
density_map {
[0 Clear] //outer, zero meaning least dense only when media
[1 Inner] //inner, one is most dense
}
}
Also, using previously defined density {} statements:
density {
spherical
density { MyFirstDensity }
density { MySecondDensity }
}
Think I confused your reversed material texture_map when writing my
previous reply, so sorry.
Bob Hughes wrote:
>
> As Nieminen said, you're dealing with a surface-only object (any
> primitive(s) are simply the surfaces, no interior until CSG'd (and even
> then still the various surfaces exist only). You have also got the
> textures listed backward; 0 is innermost, 1 is outermost in this case
> (repeats over if sphere is more than 1 unit diameter). You can easily
> reverse these things with 'frequency -1' after 'spherical'.
> Besides that, I'm not sure why you would be getting a black sphere when
> your texture says it should be opaque white at the surface. Oh well,
> anyhow, using media to get the right effect you want (I'll assume) you
> need to reverse the inner and outer textures used in your example so
> that 1 is innermost, 0 is outermost. Like so:
>
> density_map {
> [0 White] //inner
> [1 Clear] //outer
> }
>
> within a density statement, within a media statement, within further
> still a interior statement.
> Wish you luck, it's not as hard as it may sound. Except for it being
> rather slow and prone to granularity.
>
> "Inexistencia-Design, Dec. P. Eventos Lda" wrote:
> >
> > the outside), but I can only do in a disc object with the following code
> >
> > disc{ <0,0,0>, <0,1,0>, 1.0
> > material{
> > texture {
> > spherical
> > texture_map {
> > [0.0 pigment{rgbft <1, 1, 1, 1 ,
> > 0>} finish{ambient 0 diffuse 0}]
> > [0.4 pigment{rgbft <1, 1, 1, 0.4 ,
> > 0>} finish{ambient 0.5 diffuse 0.7}]
> > [1.0 pigment{rgbft <1, 1, 1, 0 ,
> > 0>} finish{ambient 0.5 diffuse 0.7}]
> > }
> > }
> > }
> > scale <60,60,90>
> > translate 100*z
> > }
> >
> > When applying to a sphere the render goes black.
> > Any ideas?
> >
> > Sergio Faria
>
> --
> omniVERSE: beyond the universe
> http://members.aol.com/inversez/POVring.htm
> mailto:inv### [at] aolcom?PoV
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
mailto:inv### [at] aolcom?PoV
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