POV-Ray : Newsgroups : povray.general : How to generate grain boundaries ? : Re: How to generate grain boundaries ? Server Time
5 Jul 2024 10:58:30 EDT (-0400)
  Re: How to generate grain boundaries ?  
From: z ss ulr
Date: 22 Jan 2015 18:10:01
Message: <web.54c182838a1f7f4412b6813f0@news.povray.org>
"eticre" <eti### [at] tinit> wrote:
> "z.ss.ulr" <z.s### [at] gmailcom> wrote:
> > Dear friends , Please visit link below :
> > http://upload.wikimedia.org/wikipedia/commons/c/cd/CrystalGrain.jpg
> >
> > I am a beginner with Pov-Ray , Yet I wonder is there anyone who could help me to
> > create a code which generates a photo similar to the one above ?
> >
> > any help is greatly appreciated
>
> hi
>
> try this
> posted image in povray.binary.imge
>
> //*PMRawBegin
> #version 3.7;
> //*PMRawEnd
>
> global_settings {
>    adc_bailout 0.0039216
>    ambient_light rgb<0, 0, 0>
>    assumed_gamma 1
>    noise_generator 2
>
>    radiosity {
>       recursion_limit 3
>    }
> }
>
> light_source {
>    <11, 10, 0>, rgb<1, 1, 1>
>    parallel
> }
>
> camera {
>    perspective
>    location <0, 4.66, -0.4>
>    sky <0, 1, 0>
>    direction <0, 0, 1>
>    right <1.33333, 0, 0>
>    up <0, 1, 0>
>    look_at <0, 0, 0>
> }
>
> #declare Fnp = function{ pigment {
>    average
>
>    pigment_map {
>       [ 1 crackle
>       turbulence <0.06, 0.05, 0.06>
>
>       color_map {
>          [ 0 color rgb<0, 0, 0> ]
>          [ 0.01 color rgb<1, 1, 1> ]
>       }
>       ]
>       [ 0.7 marble
>       turbulence <2, 0, 0>
>       omega 0.2
>
>       color_map {
>          [ 0 color rgb<1, 1, 1> ]
>          [ 0.025 color rgb<1, 1, 1> ]
>          [ 0.03 color rgb<0, 0, 0> ]
>          [ 0.07 color rgb<0, 0, 0> ]
>          [ 0.08 color rgb<1, 1, 1> ]
>       }
>       scale <0.025, 1, 10>
>       ]
>       [ 0.7 marble
>       turbulence <2, 0, 0>
>       omega 0.2
>
>       color_map {
>          [ 0 color rgb<1, 1, 1> ]
>          [ 0.02 color rgb<1, 1, 1> ]
>          [ 0.02 color rgb<0, 0, 0> ]
>          [ 0.04 color rgb<0, 0, 0> ]
>          [ 0.04 color rgb<1, 1, 1> ]
>       }
>       scale <0.4, 1, 10>
>       rotate y*90
>       ]
>    }
> }
> }
>
> isosurface {
> function { y - Fnp(x,y,z).gray }
> contained_by { box { <-10, 0.9, -10>, <10, 1, 10> } }
> accuracy 0.01
> max_gradient 1200
> max_trace 1
>
> texture {
>    pigment {
>       color rgbt <1, 1, 1, 0.5>
>    }
>
>    finish {
>       diffuse 1
>       brilliance 1
>       metallic 1
>       specular 0.1
>       roughness 0.05
>
>       reflection {
>          rgb<0, 0, 0>, rgb<1, 1, 1>
>          fresnel
>          metallic 1
>       }
>    }
>
>    normal {
>       bumps
>       0.1
>       turbulence <0.2, 0.2, 0.2>
>       scale 0.01
>    }
> }
> hollow
> }

Thanks A LOT :-)


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