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Hi,
I have just recently stumbled upon POV-Ray, and i am really impressed. It
need it forr something what i thiught will be simple task, I want to make
an image like this: http://www.keywordsanalyzer.com/images/KA-7-v3.jpg
The problem is the white shiny reflection on the floor.
I have managed to apply image on the side of the box (only one side at the
moment, but I will manage it, I guess). I have even found out I have to use
interpolate to make the image nicer. However, no matter how hard I try I
can't get that white floor with reflection. The best I have come up with
is:
http://www.keywordsanalyzer.com/temp/MyTry.gif
This is what I used (disregard two light sources, I need only one). I tried
many different settings for plane's texture like ambient, difussion .. bu
it didn't help.
I would just like to know if this kinf of image is possible with PovRay
(which I guess is), and in what direction I should look at.
#include "colors.inc" // The include files contain
#include "stones.inc" // pre-defined scene elements
camera {
location <0, 1.5, -3>
look_at <0, 0.5, 0>
}
light_source { <1, 2, -3> color White}
// An infinite planar surface
// plane {<A, B, C>, D } where: A*x + B*y + C*z = D
plane {
y, // <X Y Z> unit surface normal, vector points "away from surface"
-0 // distance from the origin in the direction of the surface normal
hollow on // has an inside pigment?
texture
{
pigment {White} finish {reflection {0.7}} }
}
// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
0*x // light's position (translated below)
color rgb 1.0 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <40, 80, -40> // <x y z> position of light
}
// create a box that extends between the 2 specified points
box {
<0, 0, 0> // one corner position <X1 Y1 Z1>
<1, 1, 0.4> // other corner position <X2 Y2 Z2>
texture
{
pigment
{
image_map
{
png "cover.png"
interpolate 4
}
}
}
rotate<0, -30, 0>
}
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