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On Sat, 21 May 2005 19:41:36 EDT, "Ziyan" <beg### [at] hotmailcom>
wrote:
>but nothing happens.....and even a Merge has separated surface.
/*
I did a quick scene in Moray so look out for different coordinate
system. (Z is up) I hope this helps.
BTW I am not renowned for my textures or media.
*/
default {
texture {
pigment { rgb <1,0,0> }
}
}
#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
}
}
#declare Scattering =
material // Scattering
{
texture
{
pigment
{
color rgbt <0.531233, 0.531233, 0.531233, 1.0>
}
}
interior
{
media // MyAtmosphere_1_1
{
variance 1.0/128.205128
scattering
{
1 , rgbt <0.03, 0.03, 0.03, 1.0> // isotropic
scattering
extinction 0.25
}
}
}
}
#declare Scattering_1 =
material // Scattering_1
{
texture
{
pigment
{
color rgbt <0.0, 0.0, 0.0, 1.0>
}
}
interior
{
ior 1.3
media // MyAtmosphere_1_1_1
{
variance 1.0/128.205128
scattering
{
1 , rgbt <1.0, 1.0, 0.0, 1.0> // isotropic scattering
extinction 0.25
}
}
}
}
global_settings {
adc_bailout 0.003922
ambient_light <1.0,1.0,1.0>
assumed_gamma 1.9
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 10
number_of_waves 10
noise_generator 2
charset ascii
photons {
adc_bailout 0.01
spacing 1.0
gather 20, 100
media 0, 1.0
jitter 0.4
max_trace_level 5
autostop 0.5
radius 0.0
expand_thresholds 0.2, 35.0
}
}
background { color <0.000,0.000,0.000> }
camera { // Camera Camera01
location < 0.059, -12.191, 4.009>
sky < 0.00000, 0.00000, 1.00000> // Use right
handed-system
up < 0.0, 0.0, 1.0> // Where Z is up
right < 1.38192, 0.0, 0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray)
aspect ratio
angle 54.40000 // Vertical 40.800
look_at < 0.039, -0.151, 0.036>
}
//
// ******* L I G H T S *******
//
light_source { // Spotlight Spotlight001
<0.0, 0.0, 0.0>
color rgb <0.000, 1.000, 0.000>*10
spotlight
point_at <0.0, 0.0, -2.000>
falloff 1.268 // outer radius (in deg)
radius 1.238 // inner radius
tightness 0.000
media_attenuation on
rotate 90.0*y
translate 7.786407*x
}
light_source { // Light001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
media_interaction off
photons {
}
translate <0.984692, -14.212549, 19.073553>
}
light_source { // Spotlight Spotlight002
<0.0, 0.0, 0.0>
color rgb <1.000, 0.000, 0.000>*10
spotlight
point_at <0.0, 0.0, -2.000>
falloff 1.268 // outer radius (in deg)
radius 1.238 // inner radius
tightness 0.000
media_attenuation on
rotate 50.074482*y
translate <4.411019, 0.0, 4.027452>
}
//
// ******** OBJECTS *******
//
plane { // Plane001
z,0
material {
Checkered_1
}
photons {
target 1.0
}
translate <-0.038357, 0.0, -3.260318>
}
box { // Cube001
<-1, -1, -1>, <1, 1, 1>
material {
Scattering
}
hollow
scale 12.430292
}
cylinder { // Cylndr001
<0,0,1>, <0,0,0>, 1
material {
Scattering_1
}
hollow
photons {
reflection on
refraction on
}
scale <1.0, 1.0, 3.723325>
rotate 90.0*y
translate <-1.572624, 0.0, -0.038357>
}
Regards
Stephen
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