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Hi
I'm not really new to POVRAY, but it is a log time since the last time I
used it(1.x) and it seems that I forgot something important, because I
cannot make this simple scene to work.
In the scene I have a plane, and on top of the plane a pyramid with a
parallel light hitting one of the faces. I've added a translucent plane on
top of everything just to watch the reflection of the light in the side of
the pyramid going trought this second plane. But there is no reflection at
all.
The code is as follows:
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#version 3.6
#include "colors.inc"
#declare Photons=on;
global_settings {
assumed_gamma 1.0
//radiosity {brightness 0.3}
max_trace_level 5
#if (Photons) // global photon block
photons {
spacing 0.01 // specify the density of photons
//count 100000 // alternatively use a total number of
photons
//gather min, max // amount of photons gathered during
render [20, 100]
//media max_steps [,factor] // media photons
//jitter 1.0 // jitter phor photon rays
//max_trace_level 5 // optional separate max_trace_level
//adc_bailout 1/255 // see global adc_bailout
//save_file "filename" // save photons to file
//load_file "filename" // load photons from file
//autostop 0 // photon autostop option
//radius 10 // manually specified search radius
// (---Adaptive Search Radius---)
//steps 1
//expand_thresholds 0.2, 40
}
#end
}
// ------------------------------------------------------------
// ... Parallel source light ...
light_source {
<5,20,0> // light's position
color White // light's color
cylinder
radius 20
parallel
point_at <5, 0, 0> // direction of spotlight
area_light <1, 0, 0>, <0, 0, 1>, 2, 2
adaptive 1
jitter
tightness 1 // tightness of falloff (1...100) lower is softer,
higher is tighter
falloff 1 // intensity falloff radius (outer, in degrees)
photons { // photon block for a light source
refraction on
reflection on
}
}
// ------------------------------------------------------------
//--------------------------------------------------------- Pyramid_N macro
#macro Pyramid_N (N, Radius1, Radius2, Height)
//-------------------------------------------------------------------------
#local D= 0.00001;
intersection{
#local Nr = 0; // start
#local EndNr = N; // end
#while (Nr < EndNr)
// linear prism in z-direction:
prism { -2.00 ,2.00 , 5 // from z1, to z2 , number of points (first =
last)
<-2.00, 0.00>, < 1.00, 0.00>,
< 0.00+Radius2/Radius1,1.00>,
<-2.00,1.00>, <-2.00, 0.00>
rotate<-90,0,0> scale<1,1,-1> //turns prism in z direction!
scale <Radius1+Nr*D,Height+Nr*D,Radius1+Nr*D>
rotate<0,Nr * 360/EndNr,0>
} // end of prism ----------------------------------------------------
#local Nr = Nr + 1; // next Nr
#end // ---------------- end of loop
} // end of intersection
#end // ------------------------------------------------------ end of macro
// ------------------------------------------------------------
camera {
location <0,50,0>
look_at <0,0,0>
}
plane {
y, 1
texture {
pigment { color rgb <1, 1, 1> }
}
photons {
reflection on
refraction on
}
}
plane {
y, 20
texture {
pigment { color rgbt <0, 1, 0, 0.8> }
}
photons {
reflection on
refraction on
}
}
object {
#Pyramid_N (4,10,0,5)
translate <0 1 0>
texture {
pigment { color Blue }
}
finish {
reflection { 0.5 }
}
photons
{
reflection on
refraction on
}
}
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