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Thank you, Bob and Stephen for all your help. I'm so appreciated when you
could solve my problem as I'm layman and not familiar with POV.
I created an object as following
#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}}
A with ior=1.55 and B with ior=1.438
now I want to create a beam through this object to simulate the refraction
and get the beam which comes out from the object.
I utilized all your work and made this, but it seems to be wrong.
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
}
}
//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, 0, 0> }
//Scattering
#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 // cylinder object
{
texture
{
pigment
{
color rgbt <0.0, 0.0, 0.0, 1.0>
}
}
interior
{
ior 1.55
media // MyAtmosphere_1_1_1
{
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 // cylinder object
{
texture
{
pigment
{
color rgbt <0.0, 0.0, 0.0, 1.0>
}
}
interior
{
ior 1.438
media // MyAtmosphere_1_1_1
{
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 {
}
translate <2, 2, 0>
}
light_source {<0, 0, 90>
color rgbt Red*10
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
}
//Plane
plane { // Plane001
y,-2
material {
Checkered_1
}
photons {
target 1.0
}
}
//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}}
object {A
translate <-27.5,0,0>
material {
Scattering_1
}
hollow
photons {
reflection on
refraction on
}
}
object { B
translate <-27.5,0,0>
material {
Scattering_2
}
hollow
photons {
reflection on
refraction on
}
}
Any ideas?
Thank you again.
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