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salut a tous,
comment traduire la declaration suivante en texture exploitable sous pov3.1
#declare flamme =
texture{
pigment { color rgbt <1, 1, 1, 1> }
halo {
emitting
spherical_mapping
linear
turbulence 1.5
color_map {
[ 0.0 color rgbt <1, 0, 0, 1.0> ]
[ 0.5 color rgbt <1, 1, 0, -1.0> ]
[ 1.0 color rgbt <1, 0, 0, 1.0> ]
}
frequency 2
samples 20
scale 0.5
}}
merci
rodolphe
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Your going to need media instead. Not easy, maybe impossible, to get
similar result. I didn't try out the halo in POV-Ray 3.0* so I don't
know what it was supposed be. You will have to try various numbers in
the density_map {}.
The density_maps do not use transparency as usual, only the indexed
values 0 to 1 for transparency.
Guessing something like the following:
impossible,
POV-Ray 3,0 *
essayer de
divers nombres dans le density_map { }. que les density_maps n'utilisent
pas le
le
transparent. En devinant quelque chose aimez ce qui suit:
//BEGIN
#declare Flamme_Object=sphere {0,1 hollow}
#declare flamme =
material {
texture {pigment { color rgbf 1 }}
interior {
media {
emission
intervals 10 //higher is smoother
samples 1,1 //min,max
scattering {1,1}
density {
spherical
turbulence 1.5
frequency 2
density_map {
[ 0.0 color rgb <.1, 0, 0> ] //no idea what you need here
[ 0.5 color rgb <1, 1, 0> ]
[ 1.0 color rgb <.5, 0, 0> ]
}
scale 0.5
} //density
} //media
//second media (needed at all? depends I guess)
media {
absorption
intervals 10 //higher is smoother
samples 1,1 //min,max
density {
spherical
turbulence 1.5
frequency 2
density_map {
[ 0.0 color rgb <0, 1, 1> ] //0.0 least dense (vacuum)
[ 0.5 color rgb <0, 0, 1> ] //I used opposites from previous
media
[ 1.0 color rgb <0, 1, 1> ] //1.0 most dense (solid)
}
scale 0.5
} //density
} //second media
} //interior
} //material
object {Flamme_Object
material {flamme}
}
// 4 X 3 window and white pointlight at camera position
#declare LCX = 0.0
#declare LCY = 0.0
#declare LCZ = -10.0 // (-6.32 = 4x3 view at <0,0,0> with angle 36)
light_source { <LCX,LCY,LCZ> color rgb <1.5,1.5,1.5>
}
camera
{
location <LCX,LCY,LCZ>
angle 22.5 // angle 67 = direction 1
// direction 3.33*z
look_at <0.0 , 0.0 , 0.0>
}
//END
rodolphe wrote:
>
> salut a tous,
> comment traduire la declaration suivante en texture exploitable sous pov3.1
>
> #declare flamme =
> texture{
> pigment { color rgbt <1, 1, 1, 1> }
> halo {
> emitting
> spherical_mapping
> linear
> turbulence 1.5
> color_map {
> [ 0.0 color rgbt <1, 0, 0, 1.0> ]
> [ 0.5 color rgbt <1, 1, 0, -1.0> ]
> [ 1.0 color rgbt <1, 0, 0, 1.0> ]
> }
> frequency 2
> samples 20
> scale 0.5
> }}
>
> merci
> rodolphe
--
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http://members.aol.com/inversez/POVring.htm
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