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I have succeeded in making shiny spheres but I am failing to make one of
them white. When I make one white, it is not shiny.
I am using white light, but when I change the color of the light, then the
color of the sphere changes (naturally).
I have shiny white plastic in my house so I know it exists in 'real life'
and I assume POV-Ray can also do this.
Below is my code which does not work. Any assistance is appreciated.
Thanks,
Hershel
PS: CODE:
#include "colors.inc"
#declare Width=6;
#declare LightX=27;
#declare LightZ=-30;
#declare SphiraCamera =
camera { location <0,-2,-30>
look_at <0,-2,0>
}
camera {SphiraCamera}
sky_sphere {
pigment{ color Black } file://rgb <1,.1,.1>}
}
// main light
light_source {
<LightX, 30, LightZ>
color White
}
light_source {
<LightX, 30, LightZ>
color White * .9
}
// end main light
#declare sphira =
sphere { <0,0,0>,1.2
no_shadow
}
// keter
object {
sphira
texture {
pigment { color rgb<.9, .9, .9> }
finish {
diffuse 0.6
ambient 0.4
phong 1
phong_size 60
}
}
translate 6*y
}
// bina
object {
sphira
texture {
pigment { color rgb<0, 1.0, 0> }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate <-1*Width,4>
}
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Hershel Robinson <her### [at] yahoocom> wrote in message
news:3c20aecd@news.povray.org...
> I have succeeded in making shiny spheres but I am failing to make one of
> them white. When I make one white, it is not shiny.
>
> I am using white light, but when I change the color of the light, then the
> color of the sphere changes (naturally).
>
> I have shiny white plastic in my house so I know it exists in 'real life'
> and I assume POV-Ray can also do this.
>
> Below is my code which does not work. Any assistance is appreciated.
>
> Thanks,
> Hershel
>
Is this what you mean by shiny?
Gary
#include "colors.inc"
#declare Width=6;
#declare LightX=27;
#declare LightZ=-30;
#declare SphiraCamera =
camera { location <0,0,-9>
look_at <0,2,0>
}
camera {SphiraCamera}
sky_sphere {
pigment{ color Black } file://rgb <1,.1,.1>}
}
// main light
/*light_source {
<LightX, 30, LightZ>
color White
}
light_source {
<LightX, 30, LightZ>
color White * .9
}*/
// end main light
#declare sphira =
sphere { <0,0,0>,1.2
no_shadow
}
// keter
object {
sphira
texture {
pigment { color rgb<.9, .9, .9> }
finish {
diffuse 0.6
ambient 0.4
phong 1
phong_size 20
reflection {
2.0
22.0
}
}
}
translate 6*y
}
// bina
object {
sphira
texture {
pigment { color rgb<0, 1.0, 0> }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate <-1*Width,4>
}
object {
sphira
texture {
pigment { color rgb<0, 1.0, 0> }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate <5,0,4>
}
light_source {
0*x /
color rgb 1.0
area_light
<8, 0, 0> <0, 0, 8>
4, 4
adaptive 0
jitter
circular
orient
translate <40, 80, -40>
}
global_settings {
radiosity {
pretrace_start 0.08
pretrace_end 0.04
count 35
nearest_count 5
error_bound 1.8
recursion_limit 3
low_error_factor .5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
}
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> Is this what you mean by shiny?
Well, yes and no. You did make the white sphere shiny, which looks
fabulous. Due to the radiosity, however, it also now reflects the green
sphere. When seen with the whole scene, this does not look so great, IMHO.
Is it possible to achive the shininess of the white sphere without this?
Thanks,
Hershel
PS: If you'd like to see, this is the current scene in full:
file://global_settings { max_trace_level 15 }
#include "colors.inc"
#include "glass.inc"
#include "metals.inc"
#declare Width=6;
#declare LightX=27;
#declare LightZ=-30;
#declare LightAngle=5;
#declare CylinderRadius=.15;
#declare SphiraCamera =
camera { location <0,-2,-30>
look_at <0,-2,0>
}
camera {SphiraCamera}
sky_sphere {
pigment{ color Black } file://rgb <1,.1,.1>}
}
/*
// keter light
light_source {
<LightX, 6, LightZ>
color White
cylinder
radius LightAngle
falloff LightAngle
tightness 1
point_at <0, 6, 0>
}
light_source {
<-LightX, 6, LightZ>
color White
cylinder
radius LightAngle
falloff LightAngle
tightness 1
point_at <0, 6, 0>
}
light_source {
<6, LightX, LightZ>
color White
cylinder
radius LightAngle
falloff LightAngle
tightness 1
point_at <0, 6, 0>
}
light_source {
<6, -LightX, LightZ>
color White
cylinder
radius LightAngle
falloff LightAngle
tightness 1
point_at <0, 6, 0>
}
// end keter light
*/
// main light
light_source {
<LightX, 30, LightZ>
color White
}
light_source {
<LightX, 30, LightZ>
color White * .9
}
// end main light
#declare sphira =
sphere { <0,0,0>,1.2
no_shadow
}
// keter
object {
sphira
/*
// texture {T_Glass4}
// interior{I_Glass}
finish {
ambient 0.7
diffuse 0.8
reflection .2345
specular 1
roughness .001
}
*/
texture {
pigment { color rgb<.9, .9, .9> }
finish {
diffuse 0.6
ambient 0.4
phong 1
phong_size 60
}
}
translate 6*y
}
// bina
object {
sphira
texture {
pigment { color rgb<0, 1.0, 0> }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate <-1*Width,4>
}
// chochma
object {
sphira
texture {
pigment { color rgbf<1, 1, 1, 0> }
finish {
diffuse 0.99
ambient 0.2
phong 1
phong_size 60
}
}
translate <Width,4>
}
// gevura
object {
sphira
texture {
pigment { color rgbf<0.8, 0.498039, 0.196078, 0> }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate <-1*Width,1>
}
// chesed
object {
sphira
texture {
pigment { color P_Silver3 }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate <Width,1>
}
// tiferet
object {
sphira
texture {
pigment { color DarkBrown }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate -1*y
}
// hod
object {
sphira
texture {
pigment { color rgbf<1.00, 0.11, 0.68, 0> }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate <-1*Width,-3>
}
// netzach
object {
sphira
texture {
pigment { color rgbf<1, 0.43, 0.78, 0> }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate <Width,-3>
}
// yesod
object {
sphira
texture {
pigment { color rgbf<1, .5, 0, 0> }
finish {
phong 1
phong_size 60
}
}
translate -5.5*y
}
// malchut
object {
sphira
texture {
pigment { color rgbf<0, 0, 1, 0> }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate -9*y
}
// malchus hagadol
object {
sphira
texture {
pigment { color rgbf<0, 0, 1, 0> }
finish {
diffuse 0.6
ambient 0.3
}
}
scale 10
translate -1.5*y
clipped_by { box { <20,20,-10>, <-20,-20,20> } }
}
merge {
cylinder {
<0,6,0>, <-1*Width,4,0>, CylinderRadius
}
cylinder {
<0,6,0>, <Width,4,0>, CylinderRadius
}
cylinder {
<0,6,0>, <0,-9,0>, CylinderRadius
}
cylinder {
<-1*Width,4,0>, <Width,4,0>, CylinderRadius
}
cylinder {
<-1*Width,4,0>, <Width,1,0>, CylinderRadius
}
cylinder {
<-1*Width,4,0>, <-1*Width,1,0>, CylinderRadius
}
cylinder {
<-1*Width,4,0>, <0,-1,0>, CylinderRadius
}
cylinder {
<Width,4,0>, <Width,1,0>, CylinderRadius
}
cylinder {
<Width,4,0>, <-1*Width,1,0>, CylinderRadius
}
cylinder {
<Width,4,0>, <0,-1,0>, CylinderRadius
}
cylinder {
<-1*Width,1,0>, <Width,1,0>, CylinderRadius
}
cylinder {
<-1*Width,1,0>, <0,-1,0>, CylinderRadius
}
cylinder {
<-1*Width,1,0>, <-1*Width,-3,0>, CylinderRadius
}
cylinder {
<Width,1,0>, <0,-1,0>, CylinderRadius
}
cylinder {
<Width,1,0>, <Width,-3,0>, CylinderRadius
}
cylinder {
<0,-1,0>, <Width,-3,0>, CylinderRadius
}
cylinder {
<0,-1,0>, <-1*Width,-3,0>, CylinderRadius
}
cylinder {
<-1*Width,-3,0>, <Width,-3,0>, CylinderRadius
}
cylinder {
<-1*Width,-3,0>, <0,-5.5,0>, CylinderRadius
}
cylinder {
<Width,-3,0>, <0,-5.5,0>, CylinderRadius
}
texture {T_Glass4}
interior{I_Glass}
/* finish {
ambient 0.6
diffuse 0.3
reflection .2345
specular 1
roughness .001
}
*/
no_shadow
hollow
}
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Hershel Robinson <her### [at] yahoocom> wrote in message
news:3c20b707@news.povray.org...
>
> Well, yes and no. You did make the white sphere shiny, which looks
> fabulous. Due to the radiosity, however, it also now reflects the green
> sphere. When seen with the whole scene, this does not look so great,
IMHO.
>
> Is it possible to achive the shininess of the white sphere without this?
>
> Thanks,
> Hershel
>
> PS: If you'd like to see, this is the current scene in full:
>
nice scene, well all the radiosity does is make them glow a little,
what I added was: reflection {2.0 22.0} to the white sphere,
try adding no_reflection to the green spheres{1}I removed the radiosity
from this example.
Does that help?
Gary
P.s. What is it?
{1} like this:
#include "colors.inc"
#declare Width=6;
#declare LightX=27;
#declare LightZ=-30;
#declare SphiraCamera =
camera { location <0,0,-9>
look_at <0,2,0>
}
camera {SphiraCamera}
sky_sphere {
pigment{ color Black } file://rgb <1,.1,.1>}
}
// main light
/*light_source {
<LightX, 30, LightZ>
color White
}
light_source {
<LightX, 30, LightZ>
color White * .9
}*/
// end main light
#declare sphira =
sphere { <0,0,0>,1.2
no_shadow
}
// keter
object {
sphira
texture {
pigment { color rgb<.9, .9, .9> }
finish {
diffuse 0.6
ambient 0.4
phong 1
phong_size 20
reflection {
2.0
22.0
}
}
}
translate 6*y
}
// bina
object {
sphira
texture {
pigment { color rgb<0, 1.0, 0> }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate <-1*Width,4>
no_reflection}
object {
sphira
texture {
pigment { color rgb<0, 1.0, 0> }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate <5,0,4>
no_reflection}
light_source {
0*x
color rgb 1.0
area_light
<8, 0, 0> <0, 0, 8>
4, 4
adaptive 0
jitter
circular
orient
translate <40, 80, -40>
}
/*global_settings {
radiosity {
pretrace_start 0.08
pretrace_end 0.04
count 35
nearest_count 5
error_bound 1.8
recursion_limit 3
low_error_factor .5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
}*/
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> nice scene, well all the radiosity does is make them glow a little,
> what I added was: reflection {2.0 22.0} to the white sphere,
> try adding no_reflection to the green spheres{1}I removed the radiosity
> from this example.
Sorry I took so long to respond--I don't have much time for ray-tracing AND
my family has been sick. Anyhow, thank you for your help--I now have very
close to what I want and I can experiment to get the final product.
> P.s. What is it?
The scene is a graphic representation of the system of Sphiros (or sphirot)
which are a basic concept of Jewish Kabbalah. There are ten sphirot and
each one in turn contains all ten in miniature etc. ad infinitum (the Jews
have been dealing with fractals since the dawn of time :) ) . This scene
shows the bottom, blue, one containing all ten. If you're interesting to
learn more, here is one source:
http://www.aish.com/spirituality/kabbala101/Kabbala_3_-_The_Ten_Sefirot.asp
Here is a site with another image of the sphiros (made by yours truly):
http://www.thirtysevenbooks.com/
Thanks for your help,
Hershel Robinson
Tsfat, Israel
Post a reply to this message
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Hershel Robinson <her### [at] yahoocom> wrote in message
news:3c2704f0@news.povray.org...
> > nice scene, well all the radiosity does is make them glow a little,
> > what I added was: reflection {2.0 22.0} to the white sphere,
> > try adding no_reflection to the green spheres{1}I removed the
radiosity
> > from this example.
>
> Sorry I took so long to respond--I don't have much time for ray-tracing
AND
> my family has been sick. Anyhow, thank you for your help--I now have very
> close to what I want and I can experiment to get the final product.
>
> > P.s. What is it?
>
> The scene is a graphic representation of the system of Sphiros (or
sphirot)
> which are a basic concept of Jewish Kabbalah. There are ten sphirot and
> each one in turn contains all ten in miniature etc. ad infinitum (the Jews
> have been dealing with fractals since the dawn of time :) ) . This scene
> shows the bottom, blue, one containing all ten. If you're interesting to
> learn more, here is one source:
>
http://www.aish.com/spirituality/kabbala101/Kabbala_3_-_The_Ten_Sefirot.asp
>
> Here is a site with another image of the sphiros (made by yours truly):
> http://www.thirtysevenbooks.com/
>
> Thanks for your help,
> Hershel Robinson
> Tsfat, Israel
>
hmmm.. verry interesting, I'll have to read some more about that.
I'm just glad I could help a little.
Gary
P.s. Happy Holidays!!
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