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When I try to scale the lamp itself, I get another lightblub over the lamp.
how do I remove it? Once again I'm including the lightblub.inc file.
here's the code:
#include "lightblub.inc"
#include "colors.inc"
#include "metals.inc"
#declare Blub = union {
light_source {
<0,2,0>
color rgb <1,1,1>
area_light x*1, y*1, 2, 2
adaptive 1
jitter
looks_like {Lightblub}
}
light_source {
<0,20,0>
color Gray75
fade_distance 10
fade_power 2
shadowless
}
}
#declare Shade =
cone {
0, 1, y, 0.5
texture {
pigment { marble
color_map {
[0/4 color rgbf <1, 1, 1, .4>]
[1/4 color rgbf <1, 1, 1, .4>]
[1/4 color rgbf <1, 1, 1, .4>*0.10]
[2/4 color rgbf <1, 1, 1, .4>*0.10]
[2/4 color rgbf <1, 1, 1, .4>]
[3/4 color rgbf <1, 1, 1, .4>*0.10]
[3/4 color rgbf <1, 1, 1, .4>]
[4/4 color rgbf <1, 1, 1, .4>]
}
turbulence 0.5
scale 0.25
}
}
finish {ambient 0.2 diffuse 0.5 specular 0.5 roughness 0.05}
translate y*1.5
}
#declare Radiosity=on;
global_settings {
assumed_gamma 1.0
//max_trace_level 25
#if (Radiosity)
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 35 // higher -> higher quality (1..1600)
[35]
nearest_count 5 // higher -> higher quality (1..10) [5]
error_bound 1.8 // higher -> smoother, less accurate
[1.8]
recursion_limit 3 // how much interreflections are
calculated (1..5+) [3]
low_error_factor .5 // reduce error_bound during last
pretrace step
gray_threshold 0.0 // increase for weakening colors (0..1)
[0]
minimum_reuse 0.015 // reuse of old radiosity samples
[0.015]
brightness 1 // brightness of radiosity effects
(0..1) [1]
adc_bailout 0.01/2
//normal on // take surface normals into account
[off]
//media on // take media into account [off]
//save_file "file_name" // save radiosity data
//load_file "file_name" // load saved radiosity data
//always_sample off // turn sampling in final trace off [on]
//max_sample 1.0 // maximum brightness of samples
}
#end
}
#default {
texture {
pigment {rgb 1}
#if (Radiosity)
finish {
ambient 0.0
diffuse 0.6
specular 0.3
}
#else
finish {
ambient 0.1
diffuse 0.6
specular 0.3
}
#end
}
}
// ----------------------------------------
camera {
right x*image_width/image_height
location <0,1.5,-4>
look_at <0,1,0>
}
light_source {
<500,500,-500> // light's position
color rgb <1, 1, 1> // light's color
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
// ----------------------------------------
plane {
y, 0
texture {
pigment {
checker
color rgb <1.0, 0.8, 0.6>
color rgb <1.0, 0.0, 0.0>
scale 0.5
}
}
}
union {
cylinder {
0*y .15*y .5
}
cylinder {
0*y 1.5*y .15
}
object { Blub }
object { Shade }
scale 0.5
texture { pigment { color Black } finish { F_MetalB } } }
__________________________________________________________________ Wade
Markham ICQ#: 44258048 Current ICQ status: + More ways to contact me i See
more about me:
__________________________________________________________________
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Attachments:
Download 'lightblub.inc.txt' (1 KB)
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"Wade" <Zav### [at] aolcom> wrote in message news:3d57e9a1$1@news.povray.org...
<snip>
You need to play around with transformations (scale, rotate, translate) to make
sure you understand what is going on.
For example, what will happen to the position of the following two spheres if
you scale them by two?
sphere{<0,0,0>,1}
sphere{<2,0,0>,1}
The thing to understand is that when you scale an object, the only point of that
object that will stay still is the point at <0,0,0> (if it has a point in that
position) - all other points will move.
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