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How do I make shadows? How do I make my wall texture more visible? Here's
my code:
#include "colors.inc"
#include "woods.inc"
background {color White}
light_source{
0*x
color White*1.1
area_light
<8,0,0> <0,0,8>
8, 8
adaptive 0
jitter
translate <40,180,40>
}
camera {
location <0, 0, 11>
look_at 0
angle 40
}
// Right Wall
box{
<1,1,1>,<-1,-1,-1>
texture{
pigment{
color 1-(1-Khaki)*.490
}
normal{
wrinkles 0.25
scale 0.005
}
finish{
ambient 0.266167
diffuse 0.884867
}
}
scale <0.1, 1.5, 3.5>
translate <-2.938508, 0, .140896>
}
// Left Wall
box{
<1,1,1>,<-1,-1,-1>
texture{
pigment{
color 1-(1-Khaki)*.490
}
normal{
wrinkles 0.25
scale 0.005
}
finish{
ambient 0.266167
diffuse 0.884867
}
}
scale <0.1, 1.5, 3.5>
translate <2.938508, 0, .140896>
}
// back wall
box{
<1,1,1>,<-1,-1,-1>
texture{
pigment{
color 1-(1-Khaki)*.490
}
normal{
wrinkles 0.25
scale 0.005
}
finish{
ambient 0.266167
diffuse 0.884867
}
}
scale <3.5, 1.86, 0.1>
translate <0,0,-6.838508>
}
// The floor
#declare light_wood= pigment {P_WoodGrain7A color_map {M_Wood7A} }
#declare dark_wood= pigment {P_WoodGrain14A color_map {M_Wood14A} }
#declare board_length= 1.5;
#declare board_width= 0.25;
box{
<2.938508,0,6.838508>,<-2.938508,0,-6.838508>
pigment{
gradient y triangle_wave
pigment_map {
[0.0 light_wood ]
[1.0 dark_wood ]
}
warp{
repeat board_length*z offset 0.37*y
}
warp{
repeat board_width*x offset board_length*5/2*z
}
}
normal {
boxed
slope_map {
[0.5 <1,0>]
[1.0 <0,0>]
}
bump_size 0.1
scale <board_width,1,board_length>
warp{
repeat board_length*z
}
warp{
repeat board_width*x offset board_length/2*z
}
}
translate y*-2.0185
scale <1.3,0,1.22>
}
// The ceiling
box{
<2.938508,0,6.838508>,<-2.938508,0,-6.838508>
texture{
pigment{
color 1-(1-Khaki)*.49000245
}
}
translate y*2.0185
scale <1.3,0,1.22>
}
Wade
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On Fri, 7 Sep 2001 15:42:38 -0500, Wade wrote:
>How do I make shadows? How do I make my wall texture more visible? Here's
>my code:
>
>#include "colors.inc"
>#include "woods.inc"
>
>
>background {color White}
>
>light_source{
> 0*x
> color White*1.1
> area_light
Have a read of the docs on what area_lights do.
At the moment you havn't got anything that would cast
much of a shadow, only the walls and the floor. Really
you want the walls and floor to be illuminated.
Remove the area light code from your light and put a
sperer at <0,2,0> and you should see it's shadow.
Hope some of that helps.
PS: I always use MidnightBlue for my background, but I suppose it's
a matter of taste.
--
Cheers
Steve email mailto:ste### [at] zeroppsuklinuxnet
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
10:27pm up 56 days, 33 min, 2 users, load average: 1.00, 1.24, 1.35
Post a reply to this message
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From: Warp
Subject: Re: Making shadows and making more visible wall texture
Date: 7 Sep 2001 17:45:27
Message: <3b993ff7@news.povray.org>
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The main problem you are having here is that your walls are transparent.
This can be seen by changing the background color.
The easiest way of defining an opaque color is to use: rgb <1,1,1> (or
whatever values between 0 and 1 inside the vector).
I revised your code a bit and perhaps this is more what you were looking
for?
---------8<-------------8<-------------8<--------------8<-------------8<-----
#include "colors.inc"
#include "woods.inc"
light_source
{ 0, color 1
//area_light <8,0,0> <0,0,8> 8, 8 adaptive 0 jitter
//translate <40,180,40>
}
camera {
location <0, 0, 11>
look_at 0
angle 40
}
box
{ <-2.9,-2.1,-4><2.9,2,12>
inverse
pigment { rgb 1 }
normal { wrinkles .2 }
}
// The floor
#declare light_wood= pigment {P_WoodGrain7A color_map {M_Wood7A} }
#declare dark_wood= pigment {P_WoodGrain14A color_map {M_Wood14A} }
#declare board_length= 1.5;
#declare board_width= 0.25;
box{
<2.938508,0,6.838508>,<-2.938508,0,-6.838508>
pigment{
gradient y triangle_wave
pigment_map {
[0.0 light_wood ]
[1.0 dark_wood ]
}
warp{
repeat board_length*z offset 0.37*y
}
warp{
repeat board_width*x offset board_length*5/2*z
}
}
normal {
boxed
slope_map {
[0.5 <1,0>]
[1.0 <0,0>]
}
bump_size 0.1
scale <board_width,1,board_length>
warp{
repeat board_length*z
}
warp{
repeat board_width*x offset board_length/2*z
}
}
translate y*-2.0185
scale <1.3,1,1.22>
}
---------8<-------------8<-------------8<--------------8<-------------8<-----
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
Post a reply to this message
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Do I need to inverse the ceiling? And how do I shorten the shadows? here's
the code:
#include "colors.inc"
#include "woods.inc"
background {color White}
light_source{
0*x
color 1
area_light
<8,0,0> <0,0,8>
8, 8
adaptive 0
jitter
translate <40,180,40>
}
camera {
location <0, 0, 11>
look_at 0
angle 40
}
// Right Wall
box{
<-2.9,-2.1,-4>,<2.9,2,12>
inverse
texture{
pigment{
color 1-(1-Khaki)*.490
}
normal{
wrinkles 0.2
}
}
scale <0.1, 1.5, 3.5>
translate <-2.938508, 0, .140896>
}
// Left Wall
box{
<-2.9,-2.1,-4>,<2.9,2,12>
inverse
texture{
pigment{
color 1-(1-Khaki)*.490
}
normal{
wrinkles 0.2
}
}
scale <0.1, 1.5, 3.5>
translate <2.938508, 0, .140896>
}
// back wall
box{
<-2.9,-2.1,-4>,<2.9,2,12>
inverse
texture{
pigment{
color 1-(1-Khaki)*.490
}
normal{
wrinkles 0.2
}
}
scale <3.5, 1.86, 0.1>
translate <0,0,-6.838508>
}
// The floor
#declare light_wood= pigment {P_WoodGrain7A color_map {M_Wood7A} }
#declare dark_wood= pigment {P_WoodGrain14A color_map {M_Wood14A} }
#declare board_length= 1.5;
#declare board_width= 0.25;
box{
<2.938508,0,6.838508>,<-2.938508,0,-6.838508>
pigment{
gradient y triangle_wave
pigment_map {
[0.0 light_wood ]
[1.0 dark_wood ]
}
warp{
repeat board_length*z offset 0.37*y
}
warp{
repeat board_width*x offset board_length*5/2*z
}
}
normal {
boxed
slope_map {
[0.5 <1,0>]
[1.0 <0,0>]
}
bump_size 0.1
scale <board_width,1,board_length>
warp{
repeat board_length*z
}
warp{
repeat board_width*x offset board_length/2*z
}
}
translate y*-2.0185
scale <1.3,0,1.22>
}
// The ceiling
box{
<2.938508,0,6.838508>,<-2.938508,0,-6.838508>
texture{
pigment{
color 1-(1-Khaki)*.49000245
}
}
translate y*2.0185
scale <1.3,0,1.22>
}
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From: Bob H
Subject: Re: Making shadows and making more visible wall texture
Date: 10 Sep 2001 03:28:38
Message: <3b9c6ba6@news.povray.org>
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"Wade" <Zav### [at] aolcom> wrote in message
news:3b9c0658$1@news.povray.org...
> Do I need to inverse the ceiling? And how do I shorten the shadows?
Don't know what's going on that you might need to inverse the ceiling, no
media in there and normals shouldn't matter.
To shorten shadows you just need to narrow the area light axis lengths
(<8,0,0>,<0,0,8> smaller numbers there) or move the light farther away if
you can. In v3.5 you can also use the parallel keyword in the light which
will shorten shadows in a way too.
Looks to me like you have the light far outside the room walls.
Don't scale by zero, BTW. Use a very small number if you must but zero gets
changed to 1 and causes a warning message.
Bob H.
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