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Thanks for the reply Dennis ... Here is my code below ... and after looking
at your cool media/photon/radiosity project .... I have to say ... don't
laugh.
The media object and the media "switch" are at the end of the code
Thanks,
Michael
// ==== Standard POV-Ray Includes ====
#include "colors.inc"   // Standard Color definitions
#include "textures.inc"   // Standard Texture definitions
#include "functions.inc"  // internal functions usable in user defined
functions
global_settings { max_trace_level 100   ambient_light color White }
#declare Glass_Interior = interior { fade_distance 6 fade_power 2 }
// Draw Outside Object Switches
#declare dgrass    = 0;   #declare dsky   = 1;    #declare outsidelight = 1;
// Draw Wall Object Switches
#declare dceiling  = 1;   #declare dNwall = 1;    #declare dEwall = 1;
#declare dfloor    = 1;   #declare dSwall = 1;    #declare dWwall = 1;
#declare detail    = 0;
// Set Room Units
#declare inches = 1;      #declare foot = 12*inches;
#declare Rlen = 30*foot;  #declare Chei = 20*foot;    #declare Wthi =
10*inches;
#declare Rwid = 20*foot;  #declare Fhei = 1*inches;
// Define Cameras
#declare Cam1 = camera { perspective
                         location <0.000, 5.000, -10.000>
                         angle 70.000   // FovX < Zoom >
                         look_at < 0.000, 0.000, 0.000 >
                       }
#declare NorthCam    = camera { location <   0, (Chei-Fhei)/2,Rwid-(20*foot)
>  look_at < 30, (Chei-Fhei)/4, Rwid > angle 70 }
#declare SouthCam    = camera { location <   0, 30, 100 > look_at < 0, 30, 0
> }
#declare EastCam     = camera { location <-100, 30,   0 > look_at < 0, 30, 0
> }
#declare WestCam     = camera { location < 100, 30,   0 > look_at < 0, 30, 0
> }
//#declare TopCam      = camera { location <   0, Chei-1,  0 > look_at < 0,
0, 0 > angle Rwid }
#declare TopCam      = camera { location <   -Rlen+5, Chei/2,  0 > look_at <
0,  0, 0 > } //angle 120 }
camera { NorthCam } // Edit this line to change cameras
// END Standard declares ******************************
// START Outside **************************************
background { Blue-.5 }
#if ( dgrass ) plane { y, -1 pigment { Green } }  #end
#if ( dsky )
        #declare EarthRadius  = 6379439.6; // in meters (thus, 1 pov unit
=~= 1 m)
        #declare CloudHeight1 = 1500.0;    // in meters, still
        #declare CloudPigment = pigment { bozo
                                          turbulence 0.65
                                          octaves 6
                                          omega 0.7
                                          lambda 2
                                          color_map { [0.0 0.1 color rgb
<0.85, 0.85, 0.85> color rgb <0.75, 0.75, 0.75>]
                                                      [0.1 0.5 color rgb
<0.75, 0.75, 0.75> color rgbt <1,1,1,1>]
                                                      [0.5 1.0 color rgbt
<1,1,1,1> color rgbt <1,1,1,1>]
                                                    }
                                        }
        // Low clouds
        sphere { < 0, -EarthRadius, 0 > EarthRadius+CloudHeight1
                 pigment { CloudPigment scale 1000 }
                 finish { ambient 1 }
                 hollow
               }
        // High clouds
        sphere { < 0, -EarthRadius, 0 > EarthRadius+2*CloudHeight1
                 pigment { CloudPigment scale < 10000, 10000 ,20000 > rotate
< 310, 69, 10 > }
                 finish { ambient 1 }
                 hollow
               }
        // Fog
        fog { color Grey
              fog_type 2
              fog_alt  100
              distance 1000
            }
#end
// END Ouside *****************************************
// START Room Textures ********************************
#declare WallPigment    = pigment { brick
                                    color Grey/5,          // color of
mortar
                                    color White            // color of brick
                                    //brick_size <2*foot,1*foot,1>   // size
of brick    (optional)
                                    //mortar     1           // width of
mortar  (optional)
                                    scale 4
                                  }
#declare CeilingPigment = pigment { Yellow + Red + Tan*2 + White*2 }
#declare FloorTexture   = texture { #if ( detail )
                                          pigment { bozo
                                                    frequency .5
                                                    color_map {
                                                                [0.0 color
Gray/3 ]
                                                                [0.1 color
Gray/2 ]
                                                             //   [0.2 color
Gray ]
                                                             //   [0.6 color
Gray*2 ]
                                                                [1.0 color
White ]
                                                              }
                                                    scale 50
                                                  }
                                          normal  { bumps 8
                                                    bump_size .06
                                                    accuracy 0.2
                                                    turbulence 5
                                                  }
                                          finish  { ambient .3
                                                    diffuse 0.7
                                                    //brilliance 6
                                                    reflection 0.06
                                                    //phong 0.75
                                                    //phong_size 80
                                                    irid {
 // Iridescence (Newton's thin film interference)
                                                           0.15
 // intensity
                                                           thickness 0.25
 // film's thickness [0.0]
                                                           turbulence 0.1
 // film's thickness turbulence
                                                         }
                                                  }
                                    #else
                                          pigment { Gray }
                                    #end
                                  }
// END Room Textures **********************************
// START Drawing Room *********************************
#if (dceiling)
    box { <-Rlen-Wthi, Chei, -Rwid>, <Rlen, Chei+Wthi, Rwid>   pigment {
CeilingPigment }   }  //normal  { CeilingNormal  }     }
#end
#if (dfloor)
    box { <-Rlen, 0, -Rwid>, <Rlen, Fhei, Rwid>  texture { FloorTexture }
}
#end
#if (dSwall)
    box { < -Rlen -Wthi, Fhei, -Rwid >, < Rlen+Wthi, Chei, -Rwid-Wthi >
pigment { WallPigment }   }  //normal  { WallNormal }  }
#end
#if (dWwall)
    box { < -Rlen, Fhei, -Rwid - Wthi >, < -Rlen -Wthi, Chei, Rwid >
pigment { WallPigment }  }  //normal  { WallNormal }  }
#end
#if (dEwall)
    box { < Rlen, Fhei, Rwid >, < Rlen+Wthi, Chei, -Rwid-Wthi >    pigment {
WallPigment }   }  //normal  { WallNormal }    }
#end
#if (dNwall)
    difference { box { < -Rlen-Wthi,  Fhei, Rwid >, <Rlen+Wthi, Chei,
Rwid+Wthi >   pigment { WallPigment }  } //normal  { WallNormal }     }
                 // Cut Windows
                 box { <-1.5*foot,  2*foot, Rwid - Wthi - 1 >  < 1.5*foot,
15*foot, Rwid + Wthi + 1 >  }
             //    box { <-1.5*foot,  2*foot, Rwid - Wthi - 1 >  < 1.5*foot,
15*foot, Rwid + Wthi + 1 >    translate x*(12*foot)    }
             //    box { <-1.5*foot,  2*foot, Rwid - Wthi - 1 >  < 1.5*foot,
15*foot, Rwid + Wthi + 1 >    translate -x*(12*foot)   }
               }
#end
// END Drawing Room *************************************
//*****************************************************************************
// Define & Draw Stained Glass
//*****************************************************************************
#declare MainGlass = box { < -17.500, -80.000, -0.120 >, < 17.500, 80.000,
0.120 > }
#declare CircleGlass =  cylinder { -0.125*y,0.125*y,16.000  rotate
<90.000,0.000,0.000>   translate <0.000,10.000,0.000> }
#declare CrossGlass = merge { box { < -15.500, -3.000, -0.125 >, < 15.500,
3.000, 0.125 > translate <0.000,10.500,0.000> }
                              box { < -3.000, -25.000, -0.125 >, < 3.000,
25.000, 0.125 > }
                            }
#declare SG1 =  // Stained Glass Object
union { difference { box { < -18.000, -80.000, -0.250 >, < 18.000, 80.000,
0.250 > } // Frame
                     box { < -15.500, -77.500, -0.300 >, < 15.500, 77.500,
0.300 > }
                   }
         // Cross and Circle Frame
        union { torus { 16.000,0.300                 rotate
<90.000,0.000,0.000>  translate <0.000,10.000,0.000>  }
                cylinder { -25.000*y,25.000*y,0.300  translate
<-3.000,0.000,0.000>  }
                cylinder { -25.000*y,25.000*y,0.300  translate
<3.000,0.000,0.000>   }
                cylinder { -16.000*y,16.000*y,0.300  rotate
<0.000,0.000,90.000>  translate <0.000,7.500,0.000>    }
                cylinder { -16.000*y,16.000*y,0.300  rotate
<0.000,0.000,90.000>  translate <0.000,13.500,0.000>   }
                cylinder { -3.000*y,3.000*y,0.300    rotate
<0.000,0.000,90.000>  translate <0.000,25.000,0.000>   }
                cylinder { -3.000*y,3.000*y,0.300    rotate
<0.000,0.000,90.000>  translate <0.000,-25.000,0.000>  }
              }
        // Cut Cross Glass
        object { CrossGlass
                 texture { pigment { color Brown
                                     transmit .5
                                     filter .8
                                   }
                           finish  { ambient 0.5
                                     diffuse 0.5
                                     reflection 0.05
                                     specular 0.25 roughness 0.01
                                   }
                         }
               }
        // Cut Main Glass
        difference { object { MainGlass }
                     object { CircleGlass }
                     object { CrossGlass }
                     texture { pigment { color Violet
                                         transmit .3
                                         filter .8
                                       }
                               finish  { ambient 0.5
                                         diffuse 0.5
                                         reflection 0.05
                                         specular 0.25 roughness 0.01
                                       }
                             }
                   }
        // Cut Circle Glass
        difference { object { CircleGlass }
                     object { CrossGlass }
                     texture { pigment { color Yellow
                                         transmit .5
                                         filter .8
                                       }
                               finish  { ambient 0.5
                                         diffuse 0.5
                                         reflection 0.05
                                         specular 0.25 roughness 0.01
                                       }
                             }
                   }
      }  // End union SG1
object { SG1 translate <0,105,Rwid+Wthi/2> }
//*****************************************************************************
// Define Light Source and Media
//*****************************************************************************
#if (outsidelight)
    light_source { <-300000,390000,250000> White*0.5
                   area_light x*1.5,z*1.5,4,4 adaptive 1
                   circular
                   media_attenuation 1
                   media_interaction 1
                 }
#end
light_source { <0, Chei-20, -Rwid+Wthi   > .1     // small interior light
               media_attenuation 0
               media_interaction 0
             }
#declare dmedia    = 1;         // <<<<<<< MEDIA SWITCH
#if ( dmedia )                                    // haze media
      box { < -Rlen, Fhei, 0   >< Rlen, Chei, Rwid+Wthi/2   >
            pigment  { rgbt 1 }
            hollow
            interior { media { //absorption .4
                               scattering { 1, 0.07
                                            extinction 0.01
                                          }
                               samples 80,100      //30,100
                             }
                     }
          }
#end
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I looked at your code...
I think you have parts of the media object in
a non-hollow object.
Parts of your scene have no texture assigned.
The sky_sphere, background and fog don't work
well with media (3.3.2.1). Use a big inverted
sphere or something for sky.
The scale of your objects is quite large, the
clouds in particular are at the edge of the
resolution of the floating point numbers in pov.
I tend to use 1 pov unit = 1 foot or so...
Here's a similar scene I made tests with...
--- Code ---
// Persistence of Vision Ray Tracer Scene Description File
// File: stained.pov
// Vers: 3.6
// Desc: a test of stained glass and media
// Date: 12/20/2006
// Auth: Tim Attwood
//
#version 3.6;
#include "colors.inc"
#include "stones.inc"
global_settings {
  assumed_gamma 1.0
}
// --- camera, lights & background ----------------------------------------
camera {
   location  <2.5, 0.7, -4.0>
   direction 1.5*z
   right     x*image_width/image_height
   look_at   <1.0, 0.0,  0.0>
}
light_source {
  <-30, 40, 30>
  color rgb <1, 1, 1>
}
light_source {
  <5, 5, -30>
  color rgb <.1, .1, 1>*0.2
  media_interaction off
}
// --- textures -----------------------------------------------------------
#declare Stained_Glass = texture {
   pigment {
      crackle solid
      color_map {
         [0 Red transmit 0.1 filter 0.8]
         [0.2 Yellow transmit 0.1 filter 0.8]
         [0.4 Blue transmit 0.1 filter 0.8]
         [0.6 Red transmit 0.1 filter 0.8]
         [0.8 Yellow transmit 0.1 filter 0.8]
         [1 Orange transmit 0.1 filter 0.8]
      }
      scale 0.2
   }
}
texture {
   pigment {
      crackle
      color_map {
         [0 Black]
         [0.02 Black]
         [0.03 Clear]
         [1 Clear]
      }
      scale 0.2
   }
};
#declare Dust = material {
    texture {
       pigment {Clear}
    }
    interior {
       media {
         scattering {
            2, 0.07 extinction 0.01
         }
         method 3
         samples 30,100
       }
    }
};
#declare Wall = texture {
   pigment {
      brick Gray50,Firebrick
      scale 0.025
   }
};
#declare Floor = texture {
    hexagon
    texture { pigment{Tan*0.9} },
    texture { pigment{Tan} },
    texture { T_Stone17 scale 3}
    scale <0.4,1,0.2>
};
// --- scene --------------------------------------------------------------
// floor
plane {y,-1 texture {Floor}}
// windows
union {
   box {<-2,0,2>,<-1,1.6,2.001>}
   box {<-0.8,0,2>,<0.2,1.6,2.001>}
   box {<0.4,0,2>,<1.4,1.6,2.001>}
   texture {Stained_Glass}
}
//wall
difference {
   box {<-10,-1,1.8>,<10,10,2.2>}
   box {<-2,0,0>,<-1,1.6,3>}
   box {<-0.8,0,0>,<0.2,1.6,3>}
   box {<0.4,0,0>,<1.4,1.6,3>}
   texture {Wall}
}
// sky
sphere {<0,0,0>,100 inverse pigment {White}}
// media object
box {
   <-2,-1,-1>,<4,1.6,1.999> hollow
   material {Dust}
}
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