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Hi
I'm currently working on a scene using the Nuke from Tekno Frannansa.
Since I want to have multiple explosions in the scene at the same time, I have
encapsulated this in a macro to call this with a timestamp to generate multiple
explosions one after the other in time.
But somehow this doesn't work as soon as I have more than one explosion in the
scene. For test purposes, I want to see two explosions, with about a 2 sec
offset. As long as only the first explosion is visible, I don't see anything.
Only when the second explosion is visible, the first one is also visible.
Render with "-k350" for an incorrect image (one explosion), with "-k400" for a
correct image (two explosions).
What is wrong there to display the first explosion correctly?
At the moment not even clear to me where exactly the problem is (bug in
Pov-ray)?
----------Scene-------------------------
//NUKE!!! By Tekno Frannansa
///#include "misctools.inc"
///ScalOut("************ START *******************",0)
//declare some things
// #local C=clock-.2; //blast occurs at C=0
#local arG = array[100];
#local F=function{pattern{granite}}
//scenery
sphere {
0,9
pigment { rgb<1,2,3>/3 }
hollow
}
height_field {
function 999,999 {
pow( F(y,1,x), 9 )
}
translate .14*y-.5
scale 10-y*7
pigment { rgb<3,2,1>/3 }
}
camera {
location y-2
look_at 0
}
//THE NUKE!
// #if ( C>0 )
#macro NUKE(Start)
union {
// Explosion ab Timestamp Start (clock), dauer 2 sek
#local C = (clock/240)-Start;
#local fadeoff = 1;
#if (C>1.0)
#local fadeoff = 2*(1.5-C);
#end
#if (C>1.5)
#local fadeoff = 0;
#end
///ScalOut("C=",C)
///ScalOut("fadeoff=",fadeoff)
#if (C > 0 & C < 1.5)
///ScalOut("*** sphere *** ",C)
//sphere { 0,1 pigment { Red } }
sphere { 0, 1.5
pigment { rgbt 0.9 } // finally set to 1.0
interior {
media {
scattering { 1,60 }
absorption 60 //scattering gives white smoke, add absorption to get grey.
density {
//#declare arG[Idx] =
#ifdef(G)
#undef G;
#end
#local G =
function {
F(x,y+C/6,z-C/3)
+(1-sqrt(x*x+y*y+z*z))*2
}
function {
max(0,
G(x,y-cos(y*2)*(1+C)*.6,z)// * fadeoff // * 0.005
/3
)
}
}
}
}
hollow
}
//light from the blast
light_source {
-y*.7
color <3,2,1>/99/4/C/C
}
#else
sphere { 1E-10, 1E10 } // dummy
#end // if "sichtbar"
}
#end
object { NUKE(0.5) }
object { NUKE(1.5) translate 2*x }
light_source {
y*9-5
color 1
}
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