POV-Ray : Newsgroups : povray.newusers : HELP WITH RAINDROPS Server Time
29 Jul 2024 06:20:54 EDT (-0400)
  HELP WITH RAINDROPS (Message 1 to 4 of 4)  
From: Mac
Subject: HELP WITH RAINDROPS
Date: 6 Oct 2006 16:00:00
Message: <web.4526b4b48e5bec7ffe434bb70@news.povray.org>
I have this code and need to make the ball look like raindrops playing with
sor and iors:::

////////////////////////////////////////////////////////////////////////////////#include
"colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"

#declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75      // front view
                            location  <0.0 , 2.75 ,-3.0>
                            right     x*image_width/image_height
                            look_at   <0.0 , 2.75 , 0.0>}
#declare Camera_1 = camera {ultra_wide_angle angle 90       // diagonal view
                            location  <2.0 , 2.5 ,-3.0>
                            right     x*image_width/image_height
                            look_at   <0.0 , 1.0 , 0.0>}
#declare Camera_2 = camera {ultra_wide_angle angle 90     // right side view
                            location  <3.0 , 1.0 , 0.0>
                            right     x*image_width/image_height
                            look_at   <0.0 , 1.0 , 0.0>}
#declare Camera_3 = camera {ultra_wide_angle angle 90            // top view
                            location  <0.0 , 3.0 ,-0.001>
                            right     x*image_width/image_height
                            look_at   <0.0 , 1.0 , 0.0>}
camera{Camera_0}

global_settings {  assumed_gamma 1.0 }
// sun
light_source{<1500,2500,-2500> color White}
// sky
plane{<0,1,0>,1 hollow
       texture{ pigment{ bozo turbulence 0.76
                         color_map { [0.5 rgb <0.20, 0.20, 1.0>]
                                     [0.6 rgb <1,1,1>]
                                     [1.0 rgb <0.5,0.5,0.5>]}
                       }
                finish {ambient 1 diffuse 0} }
       scale 100000}
// fog
fog{fog_type   2.5
    distance   25
    color      Navy/Blue
    fog_offset 0.10
    fog_alt    10.0
    color      Gray
    turbulence 0.75}

//plane
 plane { y, 0
    texture {
      pigment { rgbf <0.8, 0.4, 0.2> }
      normal {
        bumps .6
        scale <.75, .25, .25>
        rotate <0, 45, 0>
      }
      finish { caustics .10 }
    }
  }

#declare Random_1 = seed (11153); // use: "rand(Random_1)"
#declare Random_2 = seed (1553) ; // use: "rand(Random_2)"

#declare Ball_1 =
 sphere{<0,0,0>,0.25 scale <1,1,1> rotate<0,0,0> translate<0,0,0>
 texture{pigment{color rgb<1,0.65,0>}
                finish {ambient 0.15 diffuse 0.85 phong 1}}}

#declare Ball_1 =
sphere {
  <0,.5,0>,.5
  translate <1.0,0,-1.3>
  material { M_Glass }
  interior { ior 1.5 }

  photons {       // photon block for an object
    target 1.0
    refraction on
    reflection on
  }
}

#declare Ball_2 =
 sphere {
  <0,.2,0>, .2
  translate <1.0,0,-1.3>
  material { M_Glass }
  interior { ior 3.5 }

  photons {
    target 1.0
    refraction on
    reflection on

  }
}

union{
 #declare Nr = -10;     // start
 #declare EndNr = 10; // end
 #while (Nr< EndNr+1)

   object{Ball_1 translate<Nr*0.5,0 + 8 * rand(Random_1) ,0>}

   object{Ball_2 translate<Nr*0.5,0 + 5 * rand(Random_2) ,0>}

 #declare Nr = Nr + 1;
 #end

rotate<0,0,0>
translate<0,0,4>} // end of union

 #declare ball = sor {
  7,
  <0.000000, 0.000000>
  <0.13, 0.00>
  <0.62, 0.54>
  <0.21, 0.82>
  <0.19, 0.96>
  <0.28, 1.0>
  <0.46, 1.0>
  open
 }


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From: Marc
Subject: Re: HELP WITH RAINDROPS
Date: 6 Oct 2006 16:36:23
Message: <4526be47@news.povray.org>

web.4526b4b48e5bec7ffe434bb70@news.povray.org...
> I have this code and need to make the ball look like raindrops playing
with
> sor and iors:::
>
http://www.ems.psu.edu/~fraser/Bad/BadRain.html  :-p

Marc


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From: Alain
Subject: Re: HELP WITH RAINDROPS
Date: 6 Oct 2006 17:11:14
Message: <4526c672$1@news.povray.org>
Mac nous apporta ses lumieres en ce 06/10/2006 15:55:
> I have this code and need to make the ball look like raindrops playing with
> sor and iors:::
> 
>
////////////////////////////////////////////////////////////////////////////////#include
> "colors.inc"
> #include "textures.inc"
> #include "glass.inc"
> #include "metals.inc"
> #include "golds.inc"
> #include "stones.inc"
> #include "woods.inc"
> #include "shapes.inc"
> #include "shapes2.inc"
> #include "functions.inc"
> #include "math.inc"
> #include "transforms.inc"
> 
> #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75      // front view
>                             location  <0.0 , 2.75 ,-3.0>
>                             right     x*image_width/image_height
>                             look_at   <0.0 , 2.75 , 0.0>}
> #declare Camera_1 = camera {ultra_wide_angle angle 90       // diagonal view
>                             location  <2.0 , 2.5 ,-3.0>
>                             right     x*image_width/image_height
>                             look_at   <0.0 , 1.0 , 0.0>}
> #declare Camera_2 = camera {ultra_wide_angle angle 90     // right side view
>                             location  <3.0 , 1.0 , 0.0>
>                             right     x*image_width/image_height
>                             look_at   <0.0 , 1.0 , 0.0>}
> #declare Camera_3 = camera {ultra_wide_angle angle 90            // top view
>                             location  <0.0 , 3.0 ,-0.001>
>                             right     x*image_width/image_height
>                             look_at   <0.0 , 1.0 , 0.0>}
> camera{Camera_0}
> 
> global_settings {  assumed_gamma 1.0 }
> // sun
> light_source{<1500,2500,-2500> color White}
> // sky
> plane{<0,1,0>,1 hollow
>        texture{ pigment{ bozo turbulence 0.76
>                          color_map { [0.5 rgb <0.20, 0.20, 1.0>]
>                                      [0.6 rgb <1,1,1>]
>                                      [1.0 rgb <0.5,0.5,0.5>]}
>                        }
>                 finish {ambient 1 diffuse 0} }
>        scale 100000}
> // fog
> fog{fog_type   2.5
>     distance   25
>     color      Navy/Blue
>     fog_offset 0.10
>     fog_alt    10.0
>     color      Gray
>     turbulence 0.75}
> 
> //plane
>  plane { y, 0
>     texture {
>       pigment { rgbf <0.8, 0.4, 0.2> }
>       normal {
>         bumps .6
>         scale <.75, .25, .25>
>         rotate <0, 45, 0>
>       }
>       finish { caustics .10 }
>     }
>   }
> 
> #declare Random_1 = seed (11153); // use: "rand(Random_1)"
> #declare Random_2 = seed (1553) ; // use: "rand(Random_2)"
> 
> #declare Ball_1 =
>  sphere{<0,0,0>,0.25 scale <1,1,1> rotate<0,0,0> translate<0,0,0>
>  texture{pigment{color rgb<1,0.65,0>}
>                 finish {ambient 0.15 diffuse 0.85 phong 1}}}
> 
> #declare Ball_1 =
> sphere {
>   <0,.5,0>,.5
>   translate <1.0,0,-1.3>
>   material { M_Glass }
>   interior { ior 1.5 }
> 
>   photons {       // photon block for an object
>     target 1.0
>     refraction on
>     reflection on
>   }
> }
> 
> #declare Ball_2 =
>  sphere {
>   <0,.2,0>, .2
>   translate <1.0,0,-1.3>
>   material { M_Glass }
>   interior { ior 3.5 }
> 
>   photons {
>     target 1.0
>     refraction on
>     reflection on
> 
>   }
> }
> 
> union{
>  #declare Nr = -10;     // start
>  #declare EndNr = 10; // end
>  #while (Nr< EndNr+1)
> 
>    object{Ball_1 translate<Nr*0.5,0 + 8 * rand(Random_1) ,0>}
> 
>    object{Ball_2 translate<Nr*0.5,0 + 5 * rand(Random_2) ,0>}
> 
>  #declare Nr = Nr + 1;
>  #end
> 
> rotate<0,0,0>
> translate<0,0,4>} // end of union
> 
>  #declare ball = sor {
>   7,
>   <0.000000, 0.000000>
>   <0.13, 0.00>
>   <0.62, 0.54>
>   <0.21, 0.82>
>   <0.19, 0.96>
>   <0.28, 1.0>
>   <0.46, 1.0>
>   open
>  }
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
Water's ior is 1.3333, or 4/3. 1.5 (for Ball_1) is OK for glass. Diamond's ior 
is about 2.5 and is the largest for natural substances. The ior of 3.5 for 
Ball_2 is prety extreem and un-natural!
Add some dispersion, it helps add realism.
If you want photons caustics, you need to add a photons block in the 
global_settings.

-- 
Alain
-------------------------------------------------
Fighting for peace is like screwing for virginity.
  - public toilet wall, The Bayou, Baton Rouge , LO


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From: Mac
Subject: Re: HELP WITH RAINDROPS
Date: 7 Oct 2006 20:20:00
Message: <web.452843aac1636431411a3b420@news.povray.org>
Alain <ele### [at] netscapenet> wrote:
> Mac nous apporta ses lumieres en ce 06/10/2006 15:55:
> > I have this code and need to make the ball look like raindrops playing with
> > sor and iors:::
> >
> >
////////////////////////////////////////////////////////////////////////////////#include
> > "colors.inc"
> > #include "textures.inc"
> > #include "glass.inc"
> > #include "metals.inc"
> > #include "golds.inc"
> > #include "stones.inc"
> > #include "woods.inc"
> > #include "shapes.inc"
> > #include "shapes2.inc"
> > #include "functions.inc"
> > #include "math.inc"
> > #include "transforms.inc"
> >
> > #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75      // front view
> >                             location  <0.0 , 2.75 ,-3.0>
> >                             right     x*image_width/image_height
> >                             look_at   <0.0 , 2.75 , 0.0>}
> > #declare Camera_1 = camera {ultra_wide_angle angle 90       // diagonal view
> >                             location  <2.0 , 2.5 ,-3.0>
> >                             right     x*image_width/image_height
> >                             look_at   <0.0 , 1.0 , 0.0>}
> > #declare Camera_2 = camera {ultra_wide_angle angle 90     // right side view
> >                             location  <3.0 , 1.0 , 0.0>
> >                             right     x*image_width/image_height
> >                             look_at   <0.0 , 1.0 , 0.0>}
> > #declare Camera_3 = camera {ultra_wide_angle angle 90            // top view
> >                             location  <0.0 , 3.0 ,-0.001>
> >                             right     x*image_width/image_height
> >                             look_at   <0.0 , 1.0 , 0.0>}
> > camera{Camera_0}
> >
> > global_settings {  assumed_gamma 1.0 }
> > // sun
> > light_source{<1500,2500,-2500> color White}
> > // sky
> > plane{<0,1,0>,1 hollow
> >        texture{ pigment{ bozo turbulence 0.76
> >                          color_map { [0.5 rgb <0.20, 0.20, 1.0>]
> >                                      [0.6 rgb <1,1,1>]
> >                                      [1.0 rgb <0.5,0.5,0.5>]}
> >                        }
> >                 finish {ambient 1 diffuse 0} }
> >        scale 100000}
> > // fog
> > fog{fog_type   2.5
> >     distance   25
> >     color      Navy/Blue
> >     fog_offset 0.10
> >     fog_alt    10.0
> >     color      Gray
> >     turbulence 0.75}
> >
> > //plane
> >  plane { y, 0
> >     texture {
> >       pigment { rgbf <0.8, 0.4, 0.2> }
> >       normal {
> >         bumps .6
> >         scale <.75, .25, .25>
> >         rotate <0, 45, 0>
> >       }
> >       finish { caustics .10 }
> >     }
> >   }
> >
> > #declare Random_1 = seed (11153); // use: "rand(Random_1)"
> > #declare Random_2 = seed (1553) ; // use: "rand(Random_2)"
> >
> > #declare Ball_1 =
> >  sphere{<0,0,0>,0.25 scale <1,1,1> rotate<0,0,0> translate<0,0,0>
> >  texture{pigment{color rgb<1,0.65,0>}
> >                 finish {ambient 0.15 diffuse 0.85 phong 1}}}
> >
> > #declare Ball_1 =
> > sphere {
> >   <0,.5,0>,.5
> >   translate <1.0,0,-1.3>
> >   material { M_Glass }
> >   interior { ior 1.5 }
> >
> >   photons {       // photon block for an object
> >     target 1.0
> >     refraction on
> >     reflection on
> >   }
> > }
> >
> > #declare Ball_2 =
> >  sphere {
> >   <0,.2,0>, .2
> >   translate <1.0,0,-1.3>
> >   material { M_Glass }
> >   interior { ior 3.5 }
> >
> >   photons {
> >     target 1.0
> >     refraction on
> >     reflection on
> >
> >   }
> > }
> >
> > union{
> >  #declare Nr = -10;     // start
> >  #declare EndNr = 10; // end
> >  #while (Nr< EndNr+1)
> >
> >    object{Ball_1 translate<Nr*0.5,0 + 8 * rand(Random_1) ,0>}
> >
> >    object{Ball_2 translate<Nr*0.5,0 + 5 * rand(Random_2) ,0>}
> >
> >  #declare Nr = Nr + 1;
> >  #end
> >
> > rotate<0,0,0>
> > translate<0,0,4>} // end of union
> >
> >  #declare ball = sor {
> >   7,
> >   <0.000000, 0.000000>
> >   <0.13, 0.00>
> >   <0.62, 0.54>
> >   <0.21, 0.82>
> >   <0.19, 0.96>
> >   <0.28, 1.0>
> >   <0.46, 1.0>
> >   open
> >  }
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> Water's ior is 1.3333, or 4/3. 1.5 (for Ball_1) is OK for glass. Diamond's ior
> is about 2.5 and is the largest for natural substances. The ior of 3.5 for
> Ball_2 is prety extreem and un-natural!
> Add some dispersion, it helps add realism.
> If you want photons caustics, you need to add a photons block in the
> global_settings.
>
> --
> Alain
> -------------------------------------------------
> Fighting for peace is like screwing for virginity.
>   - public toilet wall, The Bayou, Baton Rouge , LO


Thanks for your help!


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