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Alain <ele### [at] netscape net> wrote:
> Charles nous apporta ses lumieres en ce 2007/09/01 19:39:
> > Hello everyone,
> >
> > For a research project, I need to make a physically accurate simulation of
> > candlewax.
Hi!
I made a demo scene with wax this spring (see below).
The material is slightly altered from the one first provided by Andy Cocker
in his posting:
http://news.povray.org/povray.text.scene-files/thread/%3C3fcddaec$1@news.povray.org%3E/?ttop=238503&toff=100
The media density is very high (seven).
Perhaps try this, should render in a few seconds.
Yours,
Bu.
Only code follows:
//////////////////////////////////////////////////////////////////////
// Persistence of Vision Ray Tracer Scene Description File
// File: ?.pov
// Vers: 3.6
// Desc: Checkered Floor Example
// Date: mm/dd/yy
// Auth: ?
//
#version 3.6;
#include "colors.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 5
}
// ----------------------------------------
camera {
location <0.0, 0.5, -4.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <-30, 30, -30>
}
// ----------------------------------------
plane { // checkered floor
y, -1
texture
{
pigment {
checker
color rgb 1
color blue 1
scale 0.5
}
finish{
diffuse 0.8
ambient 0.1
}
}
}
//
http://news.povray.org/povray.text.scene-files/thread/%3C3fcddaec$1@news.povray.org%3E/?ttop=238503&toff=100
#declare Obj_Col = <1, 0.6, 0.2>;
#declare Obj_Absorption = 1 - Obj_Col;
#declare Media_Density = 7; //was 6.5; // must be adapted to size
#declare SSS_Tex =
texture {
pigment {
rgb Obj_Col
filter 1.2 // was 1.0
}
finish {
brilliance 4 // wasn't included from Andy Cocker
specular 0.5
roughness 0.2
ambient 0.2
reflection {
0.0,
0.5
fresnel
}
conserve_energy
}
}
#declare SSS_Int =
interior {
ior 1.3 // close to water
// Media with absorption and scattering
media {
absorption Obj_Absorption*2
scattering {
4, // Rayleigh
Media_Density //see above
}
method 3 // adaptive sampling, is default anyway
}
}
#declare SSS_Material =
material {
texture {
SSS_Tex
}
interior {
SSS_Int
}
}
//
cylinder{
<0, -1, 0>
<0, 0.3, 0>
0.3
hollow
material {SSS_Material}
}
//end of file
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