POV-Ray : Newsgroups : povray.general : Thanks but... Server Time
19 May 2024 17:54:58 EDT (-0400)
  Thanks but... (Message 1 to 3 of 3)  
From: Vojtech Spiwok
Subject: Thanks but...
Date: 24 Sep 2004 04:05:01
Message: <web.4153d470f0685512ddbe33fb0@news.povray.org>
Thank you a lot byt I am affraid that the software I use
(SwissPDB viewer - http://www.expasy.org/spdbv/) uses some
very old syntax
(#version 3.1 // this scene uses POV-Ray 3.x syntax)
Is there still some possibility to add depth.pov into this?
Thanks a lot again
Vojtech Spiwok


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From: Tim Nikias
Subject: Re: Thanks but...
Date: 24 Sep 2004 05:03:47
Message: <4153e2f3@news.povray.org>
> Is there still some possibility to add depth.pov into this?

The easiest and more flexible way would probably to just use a texture with
deptch-cueing.

What you do is use the spherical pigment and apply an appropriate color_map
to it. The only things it needs is the location of the camera. Here's the
code you'd need for that:

#declare Camera_Location = <0,0,0>;
#declare Depth_MaxDistance = 10;
#declare Depth_MinDistance = 0;
#declare Depth_MaxColor = <0,0,0>;
#declare Depth_MinColor = <1,1,1>;

#declare Depth_Pigment=
pigment{spherical
scale Depth_MaxDistance
color_map{
[0 rgb Depth_MinColor]
#if (Depth_MinDistance) [Depth_MinDistance/Depth_MaxDistance rgb
Depth_MinColor] #end
[1 rgb Depth_MaxColor]
}
translate Camera_Location
}

Then, to match the background color to the furthest depth, just use
background{rgb Depth_MaxDistance}

Just apply the pigment to the object/molecule AFTER the parts have been
moved into place, otherwise the texture will get moved as well, which
destroys the effect it's trying to achieve.

Hope that helps!

Regards,
Tim

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>


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From: Mike Williams
Subject: Re: Thanks but...
Date: 24 Sep 2004 14:10:54
Message: <BYbMoAAC9+UBFwfx@econym.demon.co.uk>
Wasn't it Vojtech Spiwok who wrote:
>Thank you a lot byt I am affraid that the software I use
>(SwissPDB viewer - http://www.expasy.org/spdbv/) uses some
>very old syntax
>(#version 3.1 // this scene uses POV-Ray 3.x syntax)
>Is there still some possibility to add depth.pov into this?
>Thanks a lot again
>Vojtech Spiwok

It should still be possible to find a copy of MegaPOV 0.6 which uses 
POV 3.1 type syntax. Then you just add something like this to the scene

global_settings {
 post_process {depth {10,100}}
}

and change the version number to 

#version unofficial MegaPov 0.6;

-- 
Mike Williams
Gentleman of Leisure


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