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Okay,
Thank you for your help, I feel I am getting closer to solving my problem. I
have succesfully gotten the beam to show up but I can not get it properly
interact with optical components. I am hoping for an effect similar to this one
http://www.imagico.de/pov/meta/block_neg.jpg. My current result is
http://www.frozenport.com/WhatIGot.jpg
#include "colors.inc"
#include "textures.inc"
#include "woods.inc"
#declare Use_Photons = yes;
plane { y, 0 pigment {checker color White color Black}}
global_settings {
max_trace_level 10
photons {
count 100000
autostop 0
media 1000
max_trace_level 10
}
}
declare Camera = <10,10,10>; //Production View
declare Camera = <0,15,0>; //top view to see if optical effects work
camera { location Camera look_at <0,0,0>}
//Box for making laser visible
box {<100,100,100>,<-100,0,-100> pigment{ color Clear } photons{pass_through}
interior
{
media
{
intervals 1
samples 5,25
confidence 1 - 1/1000
variance 1/1000
ratio 0.9
scattering
{
1, color rgb <1,1,1> * 1/10
//eccentricity 0.25 // eccentricity for type 5 [0.0]
extinction 0.0 // for balancing amount of absorption [1.0]
}
method 3 // adaptive sampling
aa_threshold 0.1 // accuracy threshold for method 3 [0.1]
aa_level 4 // maximum recursion depth for method 3 [4]
density{ color rgb <1,1,1> }
}
}
hollow
}
// Right Barrier, where I hope the beam to end, astetic
box { <1,3,-10>, 0 texture{T_Wood14} translate <-6,0,4>}
// The Slab of glass like material with an index of 1.5
box
{
<2,4,-10>, 0
//pigment{ color rgbt <1,1,1,.95> }
pigment{ color Clear}
//finish{ ambient 1.5 diffuse 1.5 reflection .9 }
interior{ ior -1.5 }
photons { target refraction on reflection on }
hollow
translate <0,0,4>
}
//Astetic Laser Box
box { <4,1,-2>, 0 texture{Candy_Cane} translate <5,0,0>}
//Astetic LaserTip
cylinder {<0,0,0>,<0,5,0>,.2 texture{Chrome_Metal} translate <.75,-9.5,-1.25>
rotate<0,0,90>}
//The Photon Shooter
#declare LightSource = <4.51,.75,-1.26>;
#declare LightDestination =<-5,.75,9>;
light_source {LightSource color Red*1000 cylinder tightness .2 radius .2 falloff
..25 point_at LightDestination
photons{reflection on refraction off}
//looks_like{cylinder{LightSource,LightDestination,.1 texture{Chrome_Metal}}}
not quite sure what this does...
}
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