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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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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
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