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This is now good: http://www.geocities.com/gplflame/test1.jpg
Alain, thank you very much.
any other suggestions to make this more glassy.
And I have another question. How I made rendered box with same size as
image?
//#include "metals.inc"
#declare TWOPI = 6.283185307179586476925287;
#declare RADIUS = 1;
#declare NX = 1;
#declare NY = 1;
#declare NZ = 1;
#declare DD = <NX,NY,NZ>;
#declare CC = DD / 2;
#declare VP = <0, 0 , NZ * 1.4>;
global_settings {
ambient_light <1,1,1>
assumed_gamma 1.6
}
camera {
location VP
up y
right x * 1.3333
//direction <0, 0, 0>
sky <0,0,-1>
look_at <0,0, 1>
}
light_source {
VP + <0,0,NZ * 2>
color rgb <1,1,1>
media_interaction on
media_attenuation on
shadowless
}
#declare theinterior = interior {
media {
emission 25
absorption 2
samples 140
scattering { 1, 0.5 }
density {
density_file df3 "example.df3"
interpolate 1
color_map {
[0.00 rgb <0,0,0>]
[0.33 rgb <0,0,0.065>*1.1]
[0.66 rgb <0.015,0.015,0.005>*1.2]
[1.00 rgb <0.15,0,0.035>*1.3]
}
}
}
}
box {
<0,0,-0>, <1,1,1>
pigment { rgbf <1,1,1,1> }
interior { theinterior }
translate <-0.5, -0.5, -0.5>
hollow
}
Alain <ele### [at] netscape net> wrote:
> flame-mike nous apporta ses lumieres en ce 2007/06/04 18:27:
> > Hi, All.
> > Please help.
> >
> > In this post:
> >
http://news.povray.org/povray.general/thread/%3Cweb.4640d4eb7a83c8141d1bbab40%40news.povray.org%3E/
> > I tried create glass fractal.
> >
> > Now tried to render one density map df3 file, and get strong radial
> > distortions.
> > This is my result: http://www.geocities.com/gplflame/test.jpg.
> >
> > This is object from which df3 file created:
> > http://www.geocities.com/gplflame/demo2.html
> >
> > I want insert some others object to density files, and I need more
> > precision.
> >
> > here is my pov file:
> >
> > #include "metals.inc"
> You don't use any metalic texture, this can go.
> Firstly, try using interpolate 1. interpolate 2 often introduce unwanted noise
> and artefacts. In your case, you probably see media in areas that have a density
> of zero and be totaly transparent.
> If that don't produce a result that's good enough, try the following:
>
> You may scale down in the direction of the camera.
> You may alter the color_map and the emission and absorbtion like this:
>
> > #declare theinterior = interior {
> > media {
> > emission 1
> > absorption 7
> > density {
> > density_file df3 "example.df3"
> > interpolate 1
> > color_map {
> > [0.00 rgb <0,0,0>]
> > [0.33 rgb <0,0,1>*5]
> > [0.66 rgb <0,1,0>*5]
> > [1.00 rgb <1,0,0>*5]
> > }
> > }
> > }
> > }
> >
> This will make your media dencer, and thus more "solid". The increased
> absorbtion is to compensate the increased brightness of the emissive part.
> You probably need to also increase the samples value quite a bit, as your
> density pattern is very complex. Try something like 100 as a starter.
>
> Alain
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