POV-Ray : Newsgroups : povray.newusers : How to make shiny white : Re: How to make shiny white Server Time
5 Sep 2024 02:17:40 EDT (-0400)
  Re: How to make shiny white  
From: Hershel Robinson
Date: 19 Dec 2001 10:49:27
Message: <3c20b707@news.povray.org>
> Is this what you mean by shiny?

Well, yes and no.  You did make the white sphere shiny, which looks
fabulous.  Due to the radiosity, however, it also now reflects the green
sphere.  When seen with the whole scene, this does not look so great, IMHO.

Is it possible to achive the shininess of the white sphere without this?

Thanks,
Hershel

PS: If you'd like to see, this is the current scene in full:

file://global_settings { max_trace_level 15 }
#include "colors.inc"
#include "glass.inc"
#include "metals.inc"

#declare Width=6;
#declare LightX=27;
#declare LightZ=-30;
#declare LightAngle=5;
#declare CylinderRadius=.15;

#declare SphiraCamera =
   camera { location <0,-2,-30>
            look_at <0,-2,0>
}

camera {SphiraCamera}

sky_sphere {
      pigment{ color Black } file://rgb <1,.1,.1>}
}

/*
// keter light
light_source {
    <LightX, 6, LightZ>
    color White
    cylinder
    radius LightAngle
    falloff LightAngle
    tightness 1
    point_at <0, 6, 0>
}
light_source {
    <-LightX, 6, LightZ>
    color White
    cylinder
    radius LightAngle
    falloff LightAngle
    tightness 1
    point_at <0, 6, 0>
}
light_source {
    <6, LightX, LightZ>
    color White
    cylinder
    radius LightAngle
    falloff LightAngle
    tightness 1
    point_at <0, 6, 0>
}
light_source {
    <6, -LightX, LightZ>
    color White
    cylinder
    radius LightAngle
    falloff LightAngle
    tightness 1
    point_at <0, 6, 0>
}
// end keter light
*/

// main light
light_source {
    <LightX, 30, LightZ>
    color White
}
light_source {
    <LightX, 30, LightZ>
    color White * .9
}
// end main light

#declare sphira =
   sphere { <0,0,0>,1.2
      no_shadow
   }

// keter
object {
   sphira
/*
//   texture {T_Glass4}
//   interior{I_Glass}
   finish {
      ambient 0.7
      diffuse 0.8
      reflection .2345
      specular 1
      roughness .001
   }
*/
   texture {
      pigment { color rgb<.9, .9, .9> }
      finish  {
         diffuse 0.6
         ambient 0.4
         phong 1
         phong_size 60
      }
   }
   translate 6*y
}
// bina
object {
   sphira
   texture {
      pigment { color rgb<0, 1.0, 0> }
      finish  {
         diffuse 0.6
         ambient 0.2
         phong 1
         phong_size 60
      }
   }
   translate <-1*Width,4>
}
// chochma
object {
   sphira
   texture {
      pigment { color rgbf<1, 1, 1, 0> }
      finish  {
         diffuse 0.99
         ambient 0.2
         phong 1
         phong_size 60
      }
   }
   translate <Width,4>
}

// gevura
object {
   sphira
      texture {
      pigment { color rgbf<0.8, 0.498039, 0.196078, 0> }
      finish  {
         diffuse 0.6
         ambient 0.2
         phong 1
         phong_size 60
      }
   }
   translate <-1*Width,1>
}
// chesed
object {
   sphira
   texture {
      pigment { color P_Silver3 }
      finish  {
         diffuse 0.6
         ambient 0.2
         phong 1
         phong_size 60
      }
   }
   translate <Width,1>
}
// tiferet
object {
   sphira
   texture {
      pigment { color DarkBrown }
      finish  {
         diffuse 0.6
         ambient 0.2
         phong 1
         phong_size 60
      }
   }
   translate -1*y
}
// hod
object {
   sphira
   texture {
      pigment { color rgbf<1.00, 0.11, 0.68, 0> }
      finish  {
         diffuse 0.6
         ambient 0.2
         phong 1
         phong_size 60
      }
   }
   translate <-1*Width,-3>
}
// netzach
object {
   sphira
   texture {
      pigment { color rgbf<1, 0.43, 0.78, 0> }
      finish  {
         diffuse 0.6
         ambient 0.2
         phong 1
         phong_size 60
      }
   }
   translate <Width,-3>
}
// yesod
object {
   sphira
   texture {
      pigment { color rgbf<1, .5, 0, 0> }
      finish  {
         phong 1
         phong_size 60
      }
   }
   translate -5.5*y
}
// malchut
object {
   sphira
   texture {
      pigment { color rgbf<0, 0, 1, 0> }
      finish  {
         diffuse 0.6
         ambient 0.2
         phong 1
         phong_size 60
      }
   }
   translate -9*y
}

// malchus hagadol
object {
   sphira
   texture {
      pigment { color rgbf<0, 0, 1, 0> }
      finish  {
         diffuse 0.6
         ambient 0.3
      }
   }
   scale 10
   translate -1.5*y
   clipped_by { box { <20,20,-10>, <-20,-20,20> } }
}

merge {
   cylinder {
      <0,6,0>, <-1*Width,4,0>, CylinderRadius
   }
   cylinder {
      <0,6,0>, <Width,4,0>, CylinderRadius
   }
   cylinder {
      <0,6,0>, <0,-9,0>, CylinderRadius
   }
   cylinder {
      <-1*Width,4,0>, <Width,4,0>, CylinderRadius
   }
   cylinder {
      <-1*Width,4,0>, <Width,1,0>, CylinderRadius
   }
   cylinder {
      <-1*Width,4,0>, <-1*Width,1,0>, CylinderRadius
   }
   cylinder {
      <-1*Width,4,0>, <0,-1,0>, CylinderRadius
   }
   cylinder {
      <Width,4,0>, <Width,1,0>, CylinderRadius
   }
   cylinder {
      <Width,4,0>, <-1*Width,1,0>, CylinderRadius
   }
   cylinder {
      <Width,4,0>, <0,-1,0>, CylinderRadius
   }
   cylinder {
      <-1*Width,1,0>, <Width,1,0>, CylinderRadius
   }
   cylinder {
      <-1*Width,1,0>, <0,-1,0>, CylinderRadius
   }
   cylinder {
      <-1*Width,1,0>, <-1*Width,-3,0>, CylinderRadius
   }
   cylinder {
      <Width,1,0>, <0,-1,0>, CylinderRadius
   }
   cylinder {
      <Width,1,0>, <Width,-3,0>, CylinderRadius
   }
   cylinder {
      <0,-1,0>, <Width,-3,0>, CylinderRadius
   }
   cylinder {
      <0,-1,0>, <-1*Width,-3,0>, CylinderRadius
   }
   cylinder {
      <-1*Width,-3,0>, <Width,-3,0>, CylinderRadius
   }
   cylinder {
      <-1*Width,-3,0>, <0,-5.5,0>, CylinderRadius
   }
   cylinder {
      <Width,-3,0>, <0,-5.5,0>, CylinderRadius
   }
   texture {T_Glass4}
   interior{I_Glass}
/*   finish {
      ambient 0.6
      diffuse 0.3
      reflection .2345
      specular 1
      roughness .001
   }
*/
   no_shadow
   hollow
}


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