POV-Ray : Newsgroups : povray.general : Radial effect Server Time
6 Nov 2024 00:27:54 EST (-0500)
  Radial effect (Message 1 to 4 of 4)  
From: Inexistencia-Design, Dec  P  Eventos Lda
Subject: Radial effect
Date: 10 Mar 1999 04:48:10
Message: <36e63fda.0@news.povray.org>

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


Post a reply to this message

From: Nieminen Mika
Subject: Re: Radial effect
Date: 10 Mar 1999 05:59:12
Message: <36e65080.0@news.povray.org>
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 -*/


Post a reply to this message

From: Bob Hughes
Subject: Re: Radial effect
Date: 10 Mar 1999 16:05:51
Message: <36E6DE6C.94114A3C@aol.com>
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


Post a reply to this message

From: Bob Hughes
Subject: Re: Radial effect
Date: 11 Mar 1999 05:33:59
Message: <36E79BD6.E2A0751D@aol.com>
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


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.