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I was looking at the two replies posted to my message and as far as I can see
Ken explained the situation even better than I could; but he stopped just short
of a suggestion to fix the problem.
there is nothing special about the source, I am using the std seen file and
just and std texture for glass and a switch to toggle on an off the photones.
here is the source:
// Persistence of Vision Ray Tracer Scene Description File
// File: ?.pov
// Vers: 3.1
// Desc: Basic Scene Example
// Date: mm/dd/yy
// Auth: ?[esp]
//
#version 3.1
#include "colors.inc"
#include "glass.inc"
#declare phd=1.0; // lower this value for a higher density (better
// quality render)
#declare phon=0; //turn pgotons off or on (0/1)
global_settings
{
assumed_gamma 1.0
max_trace_level 20
#if (phon)
photons{
gather 20,100
radius 0.1*phd, 2, 0.1*phd
autostop 0
}
#end
}
// ----------------------------------------
camera
{
location <0.0, 0.5, -4.0>
direction 1.5*z
right 4/3*x
look_at <0.0, 0.0, 0.0>
}
//sky_sphere
//{
// pigment
// {
// gradient y
// color_map { [0.0 color blue 0.6] [1.0 color rgb 1] }
// }
//}
light_source
{
0*x // light's position (translated below)
color red 1.0 green 1.0 blue 1.0 // light's color
translate <-30, 30, -30>
}
// ----------------------------------------
plane { y, -1 pigment {color rgb <0.7,0.5,0.3>}}
#declare ball = sphere
{<-.7,-0.3,0>, 0.4
texture {T_Glass3}
interior{ior 1.5}
#if (phon)
photons{
density 0.01*phd
reflection on
refraction on
}
#end
}
#declare cnt=0
#while (cnt < 5)
merge {
object {ball
translate <cnt/2.5,0,0>
}
#declare cnt=cnt+1
}
#end
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