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ok, I added the lens flare thing, But I may have screwed it up... I am not
getting any flare effect.
Since this is my first time, can someone tell me what I did wrong?
> // Persistence of Vision Ray Tracer Scene Description File
> // File: Space.pov
> // Vers: 3.1
> // Desc: A Typical Space Scene
> // Date: 1/13/2000
> // Auth: Bryan Valencia
>
>
> #include "colors.inc" // Standard Color definitions
> #include "textures.inc" // Standard Texture definitions
> #include "ship2000.inc"
> global_settings{
> radiosity{
> brightness 3.3 //float value that is the degree to which ambient values
are brightened (3.3)
> count 100 //number of rays that are sent out (100)
> distance_maximum 1 // (required) sets the distance in model units from a
sample at which the error is guaranteed to hit 100% (0)
> error_bound .4 //the fraction of error tolerated(.4)
> gray_threshold .5 //grays it down a little, to make your scene more
believable (.5)
> low_error_factor .8 //sets the amount that the error bound is dropped during
the preliminary image passes(.8)
> minimum_reuse .015 //the fraction of the screen width which sets the
minimum radius of reuse for each sample point (.015)
> nearest_count 6 //the maximum number of old ambient values blended
together to create a new interpolated value (6) (<4 for debugging)
> recursion_limit 1 //how many recursion levels are used to calculate the
diffuse inter-reflection. Valid values are one and two. (1)
> }
>
> }
>
>
> #declare Pic= function{
> pigment{ marble turbulence 3.35
> color_map{
> [0 color Black]
> [1 color White]
> }
> scale <.5,.1,.5>
> }
> }
>
> #declare R0=1;
> #declare FUNC1=function {"sphere",<R0>}
>
> #declare Planet=isosurface {
> function{FUNC1(x,y,z)-(Pic(x,y,z)/10)}
> bounded_by {sphere {0,2.2}}
> method 2
> max_gradient 10
> }
>
>
> #declare ThePlanet=union{
> object{Planet
> texture{
> /* pigment{checker color Red color Green scale 1/1000}*/
>
> pigment{bozo turbulence 3.409875
> color_map{
> [0, .95 color Black color Gray]
> [.95, 1.001 color Green color Yellow]
> }
> scale .01
> }
>
> finish {phong 0.4}
>
> }
> }
>
> sphere{<0,0,0>,1.035 texture{pigment {color Green} finish{ambient .7} }rotate y*1
scale .99 }
> }
>
>
> object{ThePlanet scale 1000}
>
>
> #declare ShipLoc = <-20,1085,-35>
> #declare ShipRot = <0,0,0>
> #declare CamLoc = <7, 2, 1>
>
>
>
> camera{
> //postercam settings
> up y*1
> right x*2
>
> location CamLoc
> look_at <0,0,0>
> rotate ShipRot
> translate ShipLoc
>
> }
>
You have to remove the ship, because I didn't send the file.
>
> object{Ship2000
> texture{
> pigment{color White}
> finish{Shiny}
> }
> rotate ShipRot
> translate ShipLoc
> }
>
>
>
> sky_sphere{
> pigment{bozo
> color_map {
> [0,0.95 color Black color Black]
> [0.95,1 color Blue color White]
> }
> scale 1/500
> }
> }
>
>
>
> #declare SunLoc=<-5000,1000,-200>*100;
>
> //cylinder{<0,0,0>,SunLoc, 100 pigment{color Red} finish{ambient 1}}
>
> light_source{SunLoc color White*5
> looks_like{
> sphere{<0,0,0>,50000 no_shadow
> pigment{color White}
> finish{ambient 1}
> }
> }
> }
>
>
>
> //settings for the Lens Flare Thingy
> #declare cam_loc = CamLoc;
> #declare light_loc = SunLoc;
> #declare lookat = ShipLoc;
> #declare sky_vect = y;
>
> #declare flare_type = "35mm"
> #declare flare_size = 1;
> #declare flare_brightness = 1;
>
> #include "nkflare.inc"
>
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