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"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> "dragonmage" <dra### [at] gmailcom> wrote in message
> news:web.43d3183c456346d5e618711f0@news.povray.org...
> > Hellow, I am new to povray and have a question on an apparent lighnting
> > problem.
> > I too the phot_met_glass example and added a translate <10, 10, 10> to all
> > objects inclusing light and camera. This had an unexpected effect of
> > dramatically altering the bluish highlights in the rendered scene. I then
> > created another file with the translations still in there but set to:
> > translate <0, 0, 0> and the bluish hightlights came back. This leads me
> > to
> > believe there may be a default light source which I am not moving when I
> > add the translations. Anyone know wha is going on?
> >
>
> Not sure exactly what you are saying here without further clarification or
> posting your scene, but it coul dpossibly be an 'ambient' problem. Try
> explicitly declaring "ambient 0" in all your object textures to remove any
> ambient effect on them and see if that helps.
>
I don't know how/where to declare ambient 0 yet - need to read up on POVRay
more . The scene is not large so I include the two examples below FYI.
THey only differ by where
the scene is positioned in the environment.
The first scene is as follows:
#version 3.5;
#include "colors.inc"
#include "glass.inc"
global_settings {
assumed_gamma 1
max_trace_level 25
photons {
spacing 0.03
autostop 0
jitter 0
}
}
camera {
location <20, 5, 10>
right 2*x
look_at <0,-1,0>
angle 34
translate <0, 0, 0>
}
light_source {
<-3, 10, 18>
color rgb <1.3, 1.2, 1.1>
translate <0, 0, 0>
photons {
reflection on
refraction on
}
}
plane {
y, -1
translate <0, 0, 0>
texture {
pigment {
color rgb 1.0
}
}
}
sphere {
0, 1
translate <0, 0, 0>
texture {
pigment {
gradient y
color_map {
[0.0 color rgb 1.0 ]
[0.3 color rgb <0.6, 0.65, 1.0> ]
}
}
finish { ambient 1 diffuse 0 }
}
scale 1000
hollow on
}
#declare Metal_Texture =
texture {
pigment { color rgb <0.5, 0.5, 0.6> }
finish {
ambient 0.0
diffuse 0.15
specular 0.3
roughness 0.01
reflection {
0.8
metallic
}
}
}
#declare Box = box { -1, 1 }
#declare Metal_Obj_1 =
difference {
object {
Box
}
object {
Box
scale <0.8, 0.8, 1.5>
}
object {
Box
scale <0.8, 1.5, 0.8>
}
object {
Box
scale <1.5, 0.8, 0.8>
}
texture { Metal_Texture }
rotate 12*y
translate <0, 0, 0>
}
#declare Metal_Obj_2 =
difference {
cylinder { -1.0*y, 0.0*y, 6.0
translate <0, 0, 0>
}
cylinder { -2.0*y, 1.0*y, 5.8
translate <0, 0, 0>
}
texture { Metal_Texture }
}
union {
object { Metal_Obj_1 }
object { Metal_Obj_2 }
sphere {
<0,0,0>, 1
translate <0, 0, 0>
material {
texture {
pigment { color Col_Glass_Clear }
finish { F_Glass6 }
}
interior {
I_Glass_Exp(2)
fade_color Col_Red_03
}
}
}
photons {
target
reflection on
refraction on
collect off
}
}
the same scene translated by (10,10,10) is:
#version 3.5;
#include "colors.inc"
#include "glass.inc"
global_settings {
assumed_gamma 1
max_trace_level 25
photons {
spacing 0.03
autostop 0
jitter 0
}
}
camera {
location <20, 5, 10>
right 2*x
look_at <0,-1,0>
angle 34
translate <10, 10, 10>
}
light_source {
<-3, 10, 18>
color rgb <1.3, 1.2, 1.1>
translate <10, 10, 10>
photons {
reflection on
refraction on
}
}
plane {
y, -1
translate <10, 10, 10>
texture {
pigment {
color rgb 1.0
}
}
}
sphere {
0, 1
translate <10, 10, 10>
texture {
pigment {
gradient y
color_map {
[0.0 color rgb 1.0 ]
[0.3 color rgb <0.6, 0.65, 1.0> ]
}
}
finish { ambient 1 diffuse 0 }
}
scale 1000
hollow on
}
#declare Metal_Texture =
texture {
pigment { color rgb <0.5, 0.5, 0.6> }
finish {
ambient 0.0
diffuse 0.15
specular 0.3
roughness 0.01
reflection {
0.8
metallic
}
}
}
#declare Box = box { -1, 1 }
#declare Metal_Obj_1 =
difference {
object {
Box
}
object {
Box
scale <0.8, 0.8, 1.5>
}
object {
Box
scale <0.8, 1.5, 0.8>
}
object {
Box
scale <1.5, 0.8, 0.8>
}
texture { Metal_Texture }
rotate 12*y
translate <10, 10, 10>
}
#declare Metal_Obj_2 =
difference {
cylinder { -1.0*y, 0.0*y, 6.0
translate <10, 10, 10>
}
cylinder { -2.0*y, 1.0*y, 5.8
translate <10, 10, 10>
}
texture { Metal_Texture }
}
union {
object { Metal_Obj_1 }
object { Metal_Obj_2 }
sphere {
<0,0,0>, 1
translate <10, 10, 10>
material {
texture {
pigment { color Col_Glass_Clear }
finish { F_Glass6 }
}
interior {
I_Glass_Exp(2)
fade_color Col_Red_03
}
}
}
photons {
target
reflection on
refraction on
collect off
}
}
> -tgq
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