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Hi All,
I am trying to get a sphere with a radial colour gradient.
For example, a red sphere that gradually becomes white in its center.
Is there a way to do that ?
Cheers
Dav
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sphere {center,radius_sphere
pigment {rgbt a // exterior colour with transparency set to 1
}
interior {ior 1 fade_color B fade_power 1 fade_distance radius_sphere}
}
should works with appropriate value
news:web.4535f1f1ae8bc416699678ae0@news.povray.org...
> Hi All,
>
> I am trying to get a sphere with a radial colour gradient.
> For example, a red sphere that gradually becomes white in its center.
> Is there a way to do that ?
>
> Cheers
>
> Dav
>
>
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"Dav_shef" <nomail@nomail> wrote in message
news:web.4535f1f1ae8bc416699678ae0@news.povray.org...
> Hi All,
>
> I am trying to get a sphere with a radial colour gradient.
> For example, a red sphere that gradually becomes white in its center.
> Is there a way to do that ?
>
> Cheers
>
> Dav
>
Hi Dav,
Here's something that does what I think may be what you're asking for:
I've done a difference so you can see the white center.
light_source { <10, 20,-30> color rgb<1, 1, 1>}
camera {location <1, 1, -3> look_at <0,0, 0>}
difference {
sphere {0,1}
box {0,<1,1,-1>}
pigment {onion
color_map {
[0 color rgb <1,1,1>]
[1 color rgb <1,0,0>]
}
scale 1.001}
}
Regards,
Chris B.
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Dav_shef nous apporta ses lumieres en ce 18/10/2006 05:20:
> Hi All,
> I am trying to get a sphere with a radial colour gradient.
> For example, a red sphere that gradually becomes white in its center.
> Is there a way to do that ?
> Cheers
> Dav
You can use the spherical pattern. It goes from a value of 1 at the origin and
drop to zero at a radius of 1 then stay there.
Use it with color_map{[0 Red][1 White]} and scale that to your spgere radius.
The onion proposed by Chris B is similar but repeats itself each unit radius.
If your sphere is transparent, you can use the same pattern, but use it to
madulate the density of a media filling the sphere. Don't forget to add hollow
to your sphere so that it can actualy contain the media.
--
Alain
-------------------------------------------------
Did you know that Al Capone's business card said he was a used furniture dealer.
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"Penelope20k" <pen### [at] caramailfr> wrote:
> sphere {center,radius_sphere
>
> pigment {rgbt a // exterior colour with transparency set to 1
> }
> interior {ior 1 fade_color B fade_power 1 fade_distance radius_sphere}
>
> }
>
> should works with appropriate value
>
I've tried this :
sphere {<0,0,0>,1.0
pigment {rgbt <1,0,0,1> // exterior colour with transparency set to 1
}
interior {ior 1 fade_color <1,0,0> fade_power 5 fade_distance 1.8}
}
it works, but it givese exactly the opposite of what I wanted: Red inside
faing to white on the outside. What I am trying to get is a red sphere with
white inside.
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"Chris B" <c_b### [at] btconnectcomnospam> wrote:
> "Dav_shef" <nomail@nomail> wrote in message
> news:web.4535f1f1ae8bc416699678ae0@news.povray.org...
> > Hi All,
> >
> > I am trying to get a sphere with a radial colour gradient.
> > For example, a red sphere that gradually becomes white in its center.
> > Is there a way to do that ?
> >
> > Cheers
> >
> > Dav
> >
>
> Hi Dav,
>
> Here's something that does what I think may be what you're asking for:
> I've done a difference so you can see the white center.
>
> light_source { <10, 20,-30> color rgb<1, 1, 1>}
> camera {location <1, 1, -3> look_at <0,0, 0>}
>
> difference {
> sphere {0,1}
> box {0,<1,1,-1>}
> pigment {onion
> color_map {
> [0 color rgb <1,1,1>]
> [1 color rgb <1,0,0>]
> }
> scale 1.001}
> }
>
> Regards,
> Chris B.
Thanks Chris, but that's not really what I was looking for.
but your code is quite cool, might use it for later on
cheers
Dav
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Alain <ele### [at] netscapenet> wrote:
> Dav_shef nous apporta ses lumieres en ce 18/10/2006 05:20:
> > Hi All,
>
> > I am trying to get a sphere with a radial colour gradient.
> > For example, a red sphere that gradually becomes white in its center.
> > Is there a way to do that ?
>
> > Cheers
>
> > Dav
>
>
> You can use the spherical pattern. It goes from a value of 1 at the origin and
> drop to zero at a radius of 1 then stay there.
> Use it with color_map{[0 Red][1 White]} and scale that to your spgere radius.
> The onion proposed by Chris B is similar but repeats itself each unit radius.
> If your sphere is transparent, you can use the same pattern, but use it to
> madulate the density of a media filling the sphere. Don't forget to add hollow
> to your sphere so that it can actualy contain the media.
>
Yeah, but do I exactly use this spherical pattern ? can you give me a short
example ?
Cheers
Dav
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Dav_shef nous apporta ses lumieres en ce 19/10/2006 05:09:
> Alain <ele### [at] netscapenet> wrote:
>> Dav_shef nous apporta ses lumieres en ce 18/10/2006 05:20:
>>> Hi All,
>>> I am trying to get a sphere with a radial colour gradient.
>>> For example, a red sphere that gradually becomes white in its center.
>>> Is there a way to do that ?
>>> Cheers
>>> Dav
>> You can use the spherical pattern. It goes from a value of 1 at the origin and
>> drop to zero at a radius of 1 then stay there.
>> Use it with color_map{[0 Red][1 White]} and scale that to your spgere radius.
>> The onion proposed by Chris B is similar but repeats itself each unit radius.
>> If your sphere is transparent, you can use the same pattern, but use it to
>> madulate the density of a media filling the sphere. Don't forget to add hollow
>> to your sphere so that it can actualy contain the media.
> Yeah, but do I exactly use this spherical pattern ? can you give me a short
> example ?
> Cheers
> Dav
As a pigment: pigment{spherical color_map{[0 rgb<1,0,0>][1 rgb 1]}scale Some_Scale}
It won't be visible unless you cut out part of the object with a difference or
intersection.
As a media density:
interior{media{emission 1 density{spherical color_map{[0 Red][1 White]}scale
Some_Scale}}}
Sample using emissive media, but you can also use absorbing or scattering media.
The pattern is centered around the origin or <0,0,0>.
--
Alain
-------------------------------------------------
about it.
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Hey, I have a similar question. I have a shape that is a lateral extrusion of a
hemisphere, and I want to color it in with a radial gradient. I'd like to make
it look like a colorful foggy media is inside, instead of the solid colors that
I'm using right now, but can't get it to look quite right. If you look at my
code, I'm referring to the "resonant slice." I've been trying to get it right
literally for days! (Its a figure for a paper I'm writing). Any help would be
much appreciated.
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "golds.inc"
#include "transforms.inc"
#include "shapes.inc"
#include "finish.inc"
//---------------------------------------------
// Photons //
global_settings {
max_trace_level 10
}
//------------------------------------------
light_source {
<0,2,-30>
//<100,8,-15>
color 1.6*White
spotlight
radius 50
falloff 20
tightness 1
point_at <0,2,0>
// shadowless
media_interaction off
media_attenuation off
photons { reflection off refraction off }
}
light_source {
<20,3,0>
color 1*White
spotlight
radius 50
falloff 20
tightness 1
point_at <0,3,0>
shadowless
media_interaction off
media_attenuation off
photons { reflection off refraction off }
}
camera {
location<1,1,-2.2>
look_at <0,0,0>
}
//--------------------------------
background { rgb < 0, 0, 0 > }
//--------------------------------------------------
// Coil//
#declare coil_y=-2;
#declare n=3.5;
#declare R=5;
#declare dL=(2/3)*R;
#declare r=R/10;
#declare begin=1;
#declare x1=(0.25-n/2)*dL;
#while(x1<=(n/2-0.25)*dL)
#declare theta=2*pi*(x1/dL+n/2);
#declare p2=<x1,R*sin(theta),-R*cos(theta)>;
sphere{p2,r texture{Chrome_Metal} rotate <0,90,180> translate <-1,coil_y,11.5>
photons { collect off }}
#declare begin=0;
#declare p1=p2;
#declare x1=x1+0.005*dL;
#end
//--------------------------------------------------
//Resonant Slice
#declare NumberOfSteps=10;
#declare StepNumber=0;
#declare r=1;
#declare oscillationamplitude=0.5;
#declare separation=oscillationamplitude/NumberOfSteps;
#while(StepNumber<NumberOfSteps)
#declare xcoordinate= StepNumber*separation;
difference{isosurface{function { sqrt(pow(x-xcoordinate,2) + pow(y,2) +
pow(z,2)) - r} contained_by { box { <-20,-20,-20>,<20, .001,20> }}
texture{pigment{color red
abs(sin(pi*StepNumber/NumberOfSteps)) green 0 blue
abs(cos(pi*StepNumber/NumberOfSteps))}
normal { bumps 0.01 scale 0.1 }
finish { phong 1 } }}
sphere{<xcoordinate,0,0>,r-separation
}
}
sphere{<xcoordinate,0,0>,r-separation clipped_by{plane{y,0}}
texture{pigment{color red abs(sin(pi*StepNumber/NumberOfSteps)) green
0 blue abs(cos(pi*StepNumber/NumberOfSteps))}
normal { bumps 0.1 scale 0.1 }
finish { phong 1 } }}
isosurface{function { sqrt(pow(x-xcoordinate,2) + pow(y,2) + pow(z,2)) -
(r+separation/5)} clipped_by{plane{y,0}}
texture{pigment{color red 0 green 0 blue 1}
normal { bumps 0.01 scale 0.1 }
finish { phong 1 } }}
#declare StepNumber=StepNumber+1;
#end
//-------------------------------------------------------
//Substrate //
box{ <-6, -2, -6>, <7, -0.001, 3>
material{
texture{ T_Glass3
finish {
ambient .6
diffuse .5
reflection {0.1}
}
}
}
interior { //I_Glass
ior 1
}
photons { collect off }
}
light_source{
<-5,-1,-2>
color 2*White
shadowless
media_interaction off
media_attenuation off
photons { reflection off refraction off }
}
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