POV-Ray : Newsgroups : povray.general : Rendering a Seashell in POVRay : Rendering a Seashell in POVRay Server Time
25 Apr 2024 06:31:37 EDT (-0400)
  Rendering a Seashell in POVRay  
From: Seany
Date: 13 Mar 2018 19:55:00
Message: <web.5aa8641a458d18736cd58230@news.povray.org>
Guys, please help.

This is my pov Ray code :

#include "colors.inc"
#include "glass.inc"
#include "golds.inc"
#include "metals.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "textures.inc"
#include "spectral.inc"
#include "rand.inc"
#include "param.inc"
#include "math.inc"


#declare MaxTrace    = 60;
#declare Radio       = 1;
#declare Photons     = 10000000;
#declare Sunlight    = 0;
#declare SkyEmission = 5;

#declare RoomDesign  = 1;


camera {        // sPlace the camera
  sky <0,0,1>       // Zenith of camera attached  Ref Frame
  direction <-1,0,0>     // First look at left of the screen plane
  right <4/3,0,0>      // Right side expanded
  location  <50,0,120>     // Camera location
  look_at   <8,5,50>      // Where camera is pointing
  angle 50            // Angle of the view
}

global_settings { ambient_light White } //Ambient light to "brighten up" darker
pictures

#declare Lamp = union {
  light_source {<0,0,6>, SpectralEmission(E_Blackbody(5500)) * 2000
  fade_power 2
  fade_distance 5
  photons {reflection on refraction on }
  }

  sphere { 0, 5
    pigment { SpectralEmission(E_Blackbody(5500)) }
    finish {emission 3 ambient 0 diffuse 0}
    no_shadow
    no_radiosity
  }

  translate <0, 150, 200>
}

object {Lamp}

background { color White}


/*plane {
  <0,-0,1>, -2               //This represents the plane 0x+0y+z=0
  texture { Copper_Metal}      //The texture comes from the file "metals.inc"
   }*/

#declare alp =  32.0*pi/180;   // this is the shells own angular constant
#declare bet = -12.0*pi/180;   // "
#declare omg =  1.5*pi/180;    // rotation angle
#declare mu  =  29*pi/180;    // "
#declare phi =  17*pi/180;    // "
#declare A   =  20;      // size
#declare D1  =  1;      // direction of coiling
#declare D2  = -1;      // ditto
#declare N   =  7;      // Number of spines
#declare W1  =  5*pi/180;    // angle of spines
#declare W2  = 27*pi/180;    // "
#declare L   = 8*pi/180;    // "
#declare P   = 3*pi/180;    // "



#declare a = 40;      // Apperture semi major axis
#declare b = 17;      // Apperture semi minor axis
#declare aperture_R = function(u,v) {
        1 / sqrt(
           pow(cos(u)/a,2)
          + pow(sin(u)/b,2)
          )
         }
#declare l = function(u) {
       (2*pi/N) *
          (
             N*u/(2*pi) -
          floor(N*u/(2*pi))
          )
      }

object {

 parametric {
  function { D1 * (
        A*sin(bet)*cos(v)
       +    cos(u)*cos(v)*aperture_R(u,v)
       -   sin(u)*sin(v)*aperture_R(u,v)
      ) * exp(v/tan(alp))
    }
  function { (
       -1* A*sin(bet)*sin(v)
       -   cos(u)*sin(v)*aperture_R(u,v)
       -   sin(u)*cos(v)*aperture_R(u,v)
     )*exp(v/tan(alp))
    }
  function { (
       -1* A*cos(bet)
       +   sin(u)*aperture_R(u,v)
     )*exp(v/tan(alp))
    }
  <0,0>,<pi,pi>
  accuracy 0.01
  precompute 10 x,y,z
 }
 texture {NBwinebottle}
 rotate <0,20,47>
 scale <4,4,4>
}


I took the code from this paper:
http://www.mat.uc.pt/%7Epicado/conchas/eng/article.pdf

However, Pov ray fails to render anything.

I have tried shuffling the U and V component.
I have tried to move the camera again, and change the view direction

I am finding nothing - only white screen.

Please help.

I really want to see at least some things rendered.
Thank you


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