POV-Ray : Newsgroups : povray.binaries.scene-files : Cristal.inc : cristals (as in LiquidGlass) : Re: Cristal.inc : cristals (as in LiquidGlass) Server Time
2 Sep 2024 06:13:41 EDT (-0400)
  Re: Cristal.inc : cristals (as in LiquidGlass)  
From: Steven Pigeon
Date: 17 Jun 2002 13:41:07
Message: <3d0e1f33@news.povray.org>
"Dennis Miller" <dhm### [at] attbicom> wrote in message
news:3d091cee$1@news.povray.org...
> Could you post a sample .pov file?

Nope. Absolutely not.



But of course!!!


----------------------------------------------------------------------------
-

#include "Colors.inc"
#include "Glass.inc"


#include "cristals.inc"

#declare PHOTONS=1;


global_settings
 {

  ambient_light 0.1

  assumed_gamma 1
  /*
  radiosity
   {
    recursion_limit 3

    pretrace_start 0.08
    pretrace_end   0.01
    count 350

    nearest_count 5
    error_bound 0.2


    low_error_factor .5
    gray_threshold 0.0
    minimum_reuse 1/1024 // 0.015
    brightness 1

    adc_bailout 0.01/2
   }
  */

  photons
   {
    #if (PHOTONS=1)
     max_trace_level 5
    #else
     max_trace_level 0
    #end

    count 2000000
    spacing 0.005
    gather 40,50

    autostop 0
    jitter 0
   }

 }

//////////////////////////////////////////////////////////////

camera
 {
  location <5,15,-10>      // <5,15,-10>
  look_at <0,5,0>
 }

#if (PHOTONS=0)
 light_source { <10,10,10> color White }
#end

light_source
 {
  <0,5,0> color White*5

  //fade_power 2
  //fade_distance 4

  #if (PHOTONS=1)
   photons
    {
     refraction on
     reflection on
    }
  #end
 }

/*
light_source
 {
  <10,10,10>
  color White
  spotlight
  point_at <0,7,0>
  radius 2
  falloff 3


  #if (PHOTONS=1)
   photons
    {
     refraction on
     reflection on
    }
  #end
 }
*/

plane { y, 0 pigment { rgb <0.5,0.5,1.0> } finish { reflection 0.1 } photons
{ collect on } }

//////////////////////////////////////////////////////////////

#macro CRISTAL()

  texture { pigment { color rgbf<0.7, 0.7, 1, 0.8> } } // slightly bluish


  interior
   {
    ior 2.5

    dispersion 1.10
    dispersion_samples 20
   }

  finish
   {
    ambient 0
    diffuse 0
    reflection 0.25
    phong 0.3
    phong_size 60
   }

  #if (PHOTONS=1)
   photons
    {
     target
     reflection on
     refraction on
     collect on

    }
  #end


#end // macro CRISTAL


//////////////////////////////////////////////////////////////

#declare rand_seed = seed(1);

//////////////////////////////////////////////////////////////


#declare ECHELLE = 40;

blob
 {
  #local i=0;
  #while (i<200)
   #local _x = (rand(rand_seed)-rand(rand_seed))*ECHELLE;
   #local _z = (rand(rand_seed)-rand(rand_seed))*ECHELLE;
   #local _y = log( _x * _x + _z * _z );
   #local _d = 1 + sqrt( _x * _x + _z * _z )/5.5;

   //component _d, _d, <_x,_y,_z>
   sphere { <_x,_y,_z> , _d, _d }


   #local i=i+1;
  #end

  threshold 0.5


  //pigment { Yellow }
  //texture { T_Glass2 }
  CRISTAL()

  normal { wrinkles }
  normal { ripples scale 0.5 }
 }



 //////////////////////////////////////////////////////////////

object
 {
  two_ended_mesh_cristal(5,5,1, 2,1,4,seed(2))

  translate <0, 5, 0>


  //texture { pigment { Green }  }


  CRISTAL()
 }


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