POV-Ray : Newsgroups : povray.newusers : HELP WITH RAINDROPS : Re: HELP WITH RAINDROPS Server Time
29 Jul 2024 04:22:58 EDT (-0400)
  Re: HELP WITH RAINDROPS  
From: Mac
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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