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29 Jul 2024 22:32:06 EDT (-0400)
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From: Bob Hughes
Subject: Re: How to create a beam inside a glass?
Date: 22 May 2005 11:35:06
Message: <4290a6aa$1@news.povray.org>
You'll need to watch out for coincident surfaces. Those parts which align 
perfectly to previous parts, such as what happens in the A and B objects 
when together without scaling them to be slightly different. Take note of 
the scale 0.999 I added to B.

Here it is again with some changes. I'm not all that good with photons 
myself, so this could probably be done better by others, but at least it 
shows refraction and reflection of the beam in the glass now. I added 
reflection to the finish of the objects, otherwise you would never see that. 
:^)


global_settings {
//  assumed_gamma 1.9
  max_trace_level 10
  photons {
    adc_bailout       0.01
    spacing           0.1
    gather            20, 100
    media             1, 1
    jitter            0.4
    max_trace_level   5
    autostop          0.5
    radius            0.0
    expand_thresholds 0.2, 35.0
  }
}


//Camera
camera {
         location <0,0,67>
         angle 120
         up 1*y
         right 1.333*x
         look_at <0,0,66>
         translate <-27.5,0,0>
         }

background { color rgb <0.1, 0.5, 1> }

//Scattering

#declare Scattering =
   material
   {
      texture
      {
         pigment
         {
            color rgbt <0.531233, 0.531233, 0.531233, 1>
         }
      }
      interior
      {
         media
         {
            variance 1.0/128.205128
            scattering
            {
               1 ,  rgb <0.03, 0.03, 0.03> // isotropic scattering
               extinction 0.25
            }
         }
      }
   }


#declare Scattering_1 =
   material
   {
      texture
      {
         pigment
         {
            color rgbt <0.0, 0.0, 0.0, 1.0>
         }
      finish {
       reflection {0.1,0.9 fresnel}
      }
      }
      interior
      {
         ior 1.55
         media
         {
            variance 1.0/128
            scattering
            {
               1 ,  rgb <0.5, 0.5, 0.5> // less scatter now
               extinction 0.5 // more extinction here
            }
         }
      }
   }


#declare Scattering_2 =
   material
   {
      texture
      {
         pigment
         {
            color rgbt <0.0, 0.0, 0.0, 1.0>
         }
      finish {
       reflection {0.1,0.9 fresnel}
      }
      }
      interior
      {
         ior 1.438
         media
         {
            variance 1.0/128
            scattering
            {
               1 ,  rgb <0.5, 0.5, 0.5> // less scatter now
               extinction 0.5 // more extinction here
            }
         }
      }
   }


//Checker

#declare Checkered_1 =
   material  // Checkered_1
   {
      texture
      {
         pigment
         {
            checker
               color rgb <0.882353, 0.882353, 0.882353>
               color rgb <0.952941, 0.952941, 0.952941>

         }
         finish
         {
            ambient 0.1
         }
         scale  6.0
      }
   }


//Lights

light_source {   // Light001
  <0.0, 0.0, 0.0>
  color rgb <1.000, 1.000, 1.000>
  media_interaction off
  photons {
   reflection off
   refraction off
  }
  translate  <2, 2, 0>
}


light_source {<0, 0, 90>
    color rgbt <10,0,0>
    spotlight
    falloff 0.268  // outer radius (in deg)
    radius     0.238
    tightness  0.000
    point_at <0,.5,68>
    photons {refraction on reflection on}
    media_attenuation on
    translate <-27.5,-0.25,0>
}

box{<-5,-5,-80>, < 5, 5, 80>
    material {
    Scattering
  }
  hollow
    translate -27.5*x
    photons {
     target 1
     reflection on
     refraction on
     collect on
    }
}


//Plane
plane { // Plane001
  y,-2
  material {
    Checkered_1
  }
  photons {
    target 1
    collect off
  }

}

//Object

#declare A = merge {object{cylinder {55*z,65*z,0.4}}
                    object{box {<-0.4,-0.25,55>,<0.4,0.25,65>}
                           translate 0.25*y  }}


#declare B = difference{box {<-0.5,-0.5,55>,<0.5,0.5,65>}
                        object {A scale 0.999}}

object {A
        translate <-27.5,0,0>

        material {
    Scattering_1
  }
  hollow
  photons {
   target 1
    reflection on
    refraction on
    collect on
  }
        }

object { B
         translate <-27.5,0,0>

         material {
    Scattering_2
  }
  hollow
  photons {
   target 1
    reflection on
    refraction on
    collect on
  }
 }


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From: Stephen McAvoy
Subject: Re: How to create a beam inside a glass?
Date: 22 May 2005 17:04:05
Message: <0us191lvgtkjhba4fg8b363h4imd6m86ih@4ax.com>
On Sat, 21 May 2005 22:53:12 -0500, "Bob Hughes"
<bob### [at] charternet> wrote:

>
>Well, Stephen, probably good enough, though, eh? One might say, 'Practice 
>makes perfect, but never in POV'.

Gosh thanks, and thanks for stepping in. It was 1:30 am my time and as
no one else seemed to be online I thought I would try to pay back some
of the great help I've had. 

>I tried your example, changed the scattering and extinction so the beams of 
>light show up in a much better way.

Thanks this will go straight into my library. 

>Don't know why Moray won't keep those decimals trimmed. Guess that's to make 
>it read less human. Ha ha. 

My fault, laziness I suppose ,as I used the sliders instead of typing
in values.
>
>I needed to fix a few lines that word wrapped, so hopefully Ziyan has gotten 
>around that, if it happened. And just as a side note, I'm using the new beta 
>of 3.7 and it doesn't like hf_gray_16 being in there, nor the 
>max_intersections. No idea why, ATM, just pointing this out.

I'm still using 3.5 with Moray.

I should have made it clearer that the media container was to be as
big as the volume, the light was to be visible in. If that makes sense
:-)

Regards
        Stephen


Post a reply to this message

From: Bob Hughes
Subject: Re: How to create a beam inside a glass?
Date: 22 May 2005 21:39:36
Message: <42913458$1@news.povray.org>
"Stephen McAvoy" <mca### [at] aolcom> wrote in message 
news:0us191lvgtkjhba4fg8b363h4imd6m86ih@4ax.com...
> On Sat, 21 May 2005 22:53:12 -0500, "Bob Hughes"
> <bob### [at] charternet> wrote:
>
> It was 1:30 am my time

I'm always replying to posts after either just waking up or while 
bleary-eyed and half asleep so I know what you mean. For me, that could be 
almost anytime!

> I should have made it clearer that the media container was to be as
> big as the volume, the light was to be visible in. If that makes sense
> :-)

Does Stephen. I was awfully confused by what Ziyan really wanted to be doing 
in the first place. I'm still not exactly sure, just have a clearer idea now 
than I did to begin with. Can be sooo difficult to convey ideas in words 
sometimes... especially when thinking of things in too complicated a way or 
as too simplistic. I had a feeling Ziyan had both in mind so I got 
perplexed!

Bob


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