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fBmod is just a variable I use in my scenes to adjust the brightness of things.
Doesn't really do anything in this scene.
--
Tek
http://www.evilsuperbrain.com
Dennis Miller <dhm### [at] attbi com> wrote in message
news:3c76796c$1@news.povray.org...
> What is FBmod, line 38?
> thanks,
> .d
>
> "Tek" <tek### [at] evilsuperbrain com> wrote in message
> news:3c759063@news.povray.org...
> > // see p.b.i message "It's not friday, and it's not meant to be an
> abstract, but
> > anyway..."
> >
> > // hopefully this source will produce the image I've posted,
> > // but I might have changed it after that point!
> >
> >
> > // media spike with funky errors
> > // by tek
> >
> >
> > // includes
> >
> > #include "rad_def.inc"
> >
> >
> > // global set up
> >
> > global_settings {
> > max_trace_level 5
> > radiosity {
> > Rad_Settings(Radiosity_Fast, off, off)
> > }
> > }
> >
> >
> > // the scene
> >
> > camera {
> > #declare image_dim = sqrt(image_width*image_height); // kind of average
> > dimension
> > right x*image_width/image_dim
> > up y*image_height/image_dim
> > direction z*0.6
> >
> > location <1,0.1,-3>*1500
> > look_at y*2500
> > }
> >
> > light_source {
> > <-1,3,-2>*10000
> > rgb fBmod*1
> > }
> >
> >
> > sphere {
> > -10000*y, 20000 // -6000000*y, 6020000
> >
> > hollow on
> >
> > material {
> > texture { pigment { rgbt 1 } }
> > interior {
> > media {
> > scattering {
> > 1, rgb <0.2,0.3,1.0>
> > extinction 0.5
> > }
> > absorption 0
> >
> > method 3 // this is the default in pov 3.5, included for clarity.
> >
> > aa_level 12
> > aa_threshold 1/255
> > variance 1/255
> > confidence 0.9
> >
> > density {
> > function {
> > 1/(0.001 + sqrt(x*x + z*z)*y)
> > }
> > scale 1000
> > translate -10*y
> >
> > poly_wave 3
> >
> > colour_map {
> > [0 rgb 0]
> > [1000 rgb 5]
> > }
> > } // density
> > } // media
> > }// interior
> > }// material
> > }// sphere
> >
> > plane { y, 0 pigment { rgb 1 } }
> >
> >
> >
>
>
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