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I want to translate this scene script. Someone can help me ?
Thanks.
#include "colors.inc"
#include "textures.inc"
camera {
location < 0, 0, -8>
look_at < 0, 0, 0>
}
light_source {
< 6, 10, -4>
color White
}
sphere {
< 0, 1, 0>, 2
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> ]
[ 1.0 color rgbt < 1, 1, 0, -1> ]
}
samples 20
} }
hollow
}
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To be blunt, it's not a straight changeover going from halo to media, it can
take a lot of adjustment and still might not be exactly reproduced.
The following might be about what you had before, I couldn't check since
this PC doesn't have POV-Ray 3.0 on it. Looks about like what you might
have intended.
Bob H.
sphere {
< 0, 1, 0>, 2
pigment {
color rgbt < 1, 1, 1, 1>
}
interior {
media {
intervals 5 samples 10, 20
emission <2,1,1> // color adjust here or use scattering {}
density {
spherical
turbulence 1.5
density_map {
[ 0.0 rgb < 0.01, 0, 0> ] // less fades
[ 1.0 rgb < 1, 1, 0> ] // more is denser
} // density_map
} // density
} // media
} // interior
hollow
}
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Thanks a lot !
3a9f2789@news.povray.org...
> To be blunt, it's not a straight changeover going from halo to media, it
can
> take a lot of adjustment and still might not be exactly reproduced.
> The following might be about what you had before, I couldn't check since
> this PC doesn't have POV-Ray 3.0 on it. Looks about like what you might
> have intended.
>
> Bob H.
>
> sphere {
> < 0, 1, 0>, 2
> pigment {
> color rgbt < 1, 1, 1, 1>
> }
> interior {
> media {
> intervals 5 samples 10, 20
> emission <2,1,1> // color adjust here or use scattering {}
> density {
> spherical
> turbulence 1.5
> density_map {
> [ 0.0 rgb < 0.01, 0, 0> ] // less fades
> [ 1.0 rgb < 1, 1, 0> ] // more is denser
> } // density_map
> } // density
> } // media
> } // interior
> hollow
> }
>
>
>
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If you are using MegaPov, add "method 3" into the media block. You'll
like it.
--
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););} /*- Warp -*/
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Too bad there is no easy way to translate it. There should at least be
rules of thumb, and guidelines like how to get a similar effect, what
parameters make it "tighter" or "fuzzier" etc.
--John
"Bob H." <omn### [at] msncom> wrote in message
news:3a9f2789@news.povray.org...
> To be blunt, it's not a straight changeover going from halo to media, it
can
> take a lot of adjustment and still might not be exactly reproduced.
> The following might be about what you had before, I couldn't check since
> this PC doesn't have POV-Ray 3.0 on it. Looks about like what you might
> have intended.
>
> Bob H.
>
> sphere {
> < 0, 1, 0>, 2
> pigment {
> color rgbt < 1, 1, 1, 1>
> }
> interior {
> media {
> intervals 5 samples 10, 20
> emission <2,1,1> // color adjust here or use scattering {}
> density {
> spherical
> turbulence 1.5
> density_map {
> [ 0.0 rgb < 0.01, 0, 0> ] // less fades
> [ 1.0 rgb < 1, 1, 0> ] // more is denser
> } // density_map
> } // density
> } // media
> } // interior
> hollow
> }
>
>
>
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"John M. Dlugosz" <joh### [at] dlugoszcom> wrote in message
news:3aaaea82$1@news.povray.org...
> Too bad there is no easy way to translate it. There should at least be
> rules of thumb, and guidelines like how to get a similar effect, what
> parameters make it "tighter" or "fuzzier" etc.
It basically amounts to using density and density_map as the pigment and
color_map replacement, except now it's just the rgb vector instead of the 4
or 5 rgbf or rgbft. To get more transparency the density must be low, and
higher for more solid.
Bob H.
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> It basically amounts to using density and density_map as the pigment and
> color_map replacement, except now it's just the rgb vector instead of the
4
> or 5 rgbf or rgbft. To get more transparency the density must be low, and
> higher for more solid.
You mean light colors in the map are more transparant, and dark colors more
opaque?
In the translation from
halo {
emitting
spherical_mapping
linear
color_map {
[ 0.0 color rgbt <1, 1, 0, .999999> ]
[ 0.5 color rgbt <1, 1, 0, 0.5> ]
[ 0.8 color rgbt <1, 1, 1, 0> ]
[ 1.0 color rgbt <1, 1, 1, 0> ]
}
to
media {
emission <1,1,0>
density {
spherical
density_map {
[0 rgb<1,1,0>*0*D]
[.5 rgb<1,1,0>*.5*D]
[.8 rgb<1,1,1>*D]
[1 rgb<1,1,1>*D]
}
the result was both too opaque =and= too light in color.
--John
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"John M. Dlugosz" <joh### [at] dlugoszcom> wrote in message
news:3aabce12$1@news.povray.org...
>
> You mean light colors in the map are more transparant, and dark colors
more
> opaque?
No, just the opposite. What it's really saying is that <0,0,0> has no
density at all, equivalent to rgbf <1,1,1,1> in a halo. And so rgb 1 is
actually a unit of media density, or saturation, although any real number
can be used.
The main difference being that filtered or transmitted color is null and
void when tried in media.
I looked at your scene again and found that the ior and caustics when used
the 3.1 way, in a interior statement, all is fine with the glass and shadow.
#declare Glass =
material {
texture {
pigment { color rgbf <0.98, 0.98, 0.98, 0.9> }
finish {
ambient 0.1
diffuse 0.1
reflection 0.1
specular 0.8
roughness 0.003
phong 1
phong_size 400
}
}
interior {
ior 1.45
caustics 1.0
}
}
Then apply it as material {Glass} instead of only texture {Glass}.
I also tried adding absorption <0,0,1>*.25 in the media as well as lowering
both the emission and density D variable. It's all a matter of tweaks, I
don't know of any straight conversion.
Oh, and to get rid of the faint artifact crossing left to right on the back
wall put the keyword sturm into your quartic.
Bob H.
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