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"Dave Blandston" <nomail@nomail> wrote:
> "omniverse" <omn### [at] charternet> wrote:
> > Made a Merry Christmas picture and by pure coincidence ol' St. Nick seems to
> > have been reflected in some of the red ornaments. Not done on purpose. Just
> > snow-reflected light.
>
> Hey, that's pretty cool! Merry Christmas!
>
> Regards,
> Dave Swaim
Thanks Dave! I can't seem to post the scene file without leaving an error or
problem but I will try a third time anyway:
/* treeless ornaments around "warm" glow */
//cmd:+am2 +a0.2 +j1
#version 3.71; // 3.7 or use 3.71 with alpha or UberPOV
#local Radiosity=on;
#local Media=on;
#local Subsurface=on;
global_settings{assumed_gamma 1.0
max_trace_level 8
#if(Radiosity=on)
radiosity{count 123
adc_bailout 1/32 // fix for blank/black areas,
// seen with 1/128, for example.
// This was 2/1 before and meant to be 1/2, oops!
// Something about HF or isosurface when used
// with radiosity?
normal on media on
} #end
#if(Subsurface=on)
subsurface{samples 60,40 radiosity on}
#end
//mm_per_unit 50
}
// moonlight
light_source{<100,100,-100>,<0.2,0.4,0.6>*0.7
area_light <5,0,0>,<0,0,5>,4,4
area_illumination
media_interaction off
media_attenuation off}
// warm glow light
light_source{<0,7.5,0>,<0.9,0.5,0.3>*0.9
area_light <0.33,0,0>,<0,0,0.33>,8,8 circular orient
area_illumination
fade_distance 9 fade_power 2
media_interaction on
media_attenuation on}
camera{location <0,2.4,-24>
up y right image_width/image_height*x
look_at <0,5,0>}
// starry sky
#declare StarY = function {
pigment { brick rgb <1,1,0> rgb 0 mortar 0.001 }
}
sphere{0,333.33 // stars
hollow on
texture {
pigment {
function { StarY(x,y,z).red}
turbulence 3 scale 33 // bricks into stars
}
finish { diffuse 0 ambient 1 emission 1 }
}
texture{pigment{rgbf<1,1,0,1>}}
radiosity {importance 0.1}
}
sphere{0,1 // sky color
hollow on
pigment{
function {abs(y)}
color_map{
[0 rgbt <0.6,0.1,0.2,0.3>]
[0.1 rgbt <0.3,0.2,0.5,0.5>]
[0.3 rgbt <0.2,0.4,0.9,0.8>]
[1 rgbt <0.1,0.3,0.9,1>]
}
}
finish{diffuse 0 ambient 1 emission 1}
scale 333
radiosity {importance 0.8}
}
// localized air haze
#if(Media=on)
media{method 3 samples 50,50 // increase to reduce banding
// jitter 0.1 // too messy?
scattering{1,0.03}
density{spherical density_map{[0.93 rgb 0][1 rgb 0.67]}}
scale 334}
#end
// ornaments
#for(It,0,36,1)
sphere{<3-It/12,1+It/3,0>, 1-It/40
rotate y*(360*It/6)
material{
texture{
pigment{rgb <0,1,0>}
finish{
#if(version>3.7)fresnel 1.33 #end
ambient 0 emission 0.05
brilliance 3
diffuse albedo 0.5
specular albedo 0.9 roughness 0.01
reflection{0,1 fresnel on falloff 0.9 exponent 2}
}
}
interior{ior 1.5}
}
radiosity {importance 1}
}
sphere{<3-It/12,1+It/3,0>, 1-It/40
rotate y*(145+360*It/6)
material{
texture{
pigment{rgb <1,0,0>}
finish{
#if(version>3.7)fresnel 1.2 #end
ambient 0 emission 0.05
brilliance 4
diffuse albedo 0.5
specular albedo 0.9 roughness 0.01
reflection{0,1 fresnel on falloff 0.9 exponent 3}
}
}
interior{ior 1.5}
}
radiosity {importance 1}
}
#end // ornaments
// ground snow
intersection { // add thickness for subsurface scattering
box{<-0.01,0.01,-0.01>,<0.99,1.01,0.99>}
height_field {
function 333,333 {
pattern {
bozo scale 0.1
}
}
smooth
} // HF
translate -0.5
scale <67,3,67>
texture{
pigment{rgb 1}
normal{bumps 0.1 scale 0.3}
finish{ambient 0.15
brilliance 0.8
diffuse albedo 0.9
specular albedo 3 roughness 0.01
crand 0.1
subsurface{translucency <0.8,0.9,1>}
}
}
texture{
pigment{bumps color_map{[0 rgb 1][0.2 rgbt 1]} scale 0.02}
//normal{bumps 0.1 scale 0.3}
finish{ambient 0.15 emission 0.05
brilliance 0.4
diffuse albedo 9
specular albedo 9 roughness 0.01
//crand 0.1
}
}
interior{ior 1.34}
translate y*0.25
radiosity {importance 0.8}
} // intersection
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