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Alain <ele### [at] netscape net> wrote:
> Cousin Ricky nous illumina en ce 2008-06-18 09:32 -->
> > "alphaQuad" <alp### [at] earthlink net> wrote:
> >> works on models also, this one at least. cool
> >
> > Do disruptor beams cast shadows?
> >
> They should cast light, not shadows. Use a transparent container filled with
> emissive media, no absorbtion, and turn on radiosity with media on.
Did all that.
>
I've tried this before, and noticed that my example only works with spheres.
Any genius out there who can fill a cylinder?
Could use a good LASER macro here, I'll start:
This is NOT visible:
// ************************* WarBird *******************************
#macro laser(A,B,rad,C)
#local p_id = 0.1;
#local glow_state = 0.001; // fader
#local glow_colorturb = <0.3,0.3,0.3>; //magnitude Randomness to color
#local ColorJitter =
(<Hash2(p_id,1),Hash2(p_id,2),Hash2(p_id,3)>-<0.5,0.5,0.5>)*glow_colorturb;
#local Color =
(
C
*(1+ColorJitter) // Randomness to color
*(1.001-glow_state) // fader
);
#local ColorM = max(Color.x,max(Color.y,Color.z)); // highest RGB
#local Color = Color/2;
cylinder { A,B,rad hollow no_shadow
pigment {rgbf 1}
finish {ambient 1 diffuse 0}
interior {
media {
emission Color // color
intervals 10 // default 10
ratio 0.9
samples 4,8 // default 1,1
variance 1.0/128
confidence 0.9
method 2 //1,2,3adaptive
density {
spherical
density_map {
[0.0, rgb 0 ]
[0.6, rgb Color ]
[1.0, rgb 2*ColorM]
}
}
}
}
}
#end
/////////////////////hash.inc\\\\\\\\\\\\\\\\\\
#macro Hash1(t1)
#local p1=sin(t1);
#local pf=cos(1e7*(p1));
abs(1e4*pf-int(1e4*pf))
#end
#macro Hash2(t1,t2)
#local p1=sin(t1);
#local p2=cos(t2*2.2361);
#local pf=cos(1e7*(p1+p2));
abs(1e4*pf-int(1e4*pf))
#end
#macro Hash3(t1,t2,t3)
#local p1=sin(t1);
#local p2=cos(t2*2.2361);
#local p3=sin(t3*1.8708+1);
#local pf=cos(1e7*(p1+p2+p3));
abs(1e4*pf-int(1e4*pf))
#end
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