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> Well I thought about that but I also want the object
> to actually emit light too.
Emitting media works like ambient. It doesn't really emit light.
I was curious as to how it would look with pigments. I made an experiment:
//camera { location <-2,1,-3> look_at 0 }
//camera { orthographic location -3*z look_at 0 }
camera { location -3*z look_at 0 }
light_source { <-15,45,-60>,1 }
#declare Color1=<1, 1, .8 ,.9>;
#declare Color2=<1, 1, .5 ,.65>;
#declare Color3=<1.35, 1.35 ,1.35,0>;
#declare Cyl = cylinder { -1*y, 1*y, .15
pigment { cylindrical pigment_map {
[ 0 rgbt 1 ]
[ .15 rgbt Color1 ]
[ .39 rgbt Color2 ]
[ 1 rgbt Color3 ] }
scale <.135,1,1> }
finish { ambient 1 diffuse 0 }
}
#declare Sph = sphere { 0, .15
pigment { spherical pigment_map {
[ 0 rgbt 1 ]
[ .15 rgbt Color1 ]
[ .39 rgbt Color2 ]
[ 1 rgbt Color3 ] }
scale <.135,.13,1> }
finish { ambient 1 diffuse 0 }
}
#declare Number0 = merge {
#local cnt=0;
#local step=.01;
#while (cnt<1)
object { Cyl scale <1,.04,1>
translate .95*x rotate (cnt*360)*z }
#local cnt=cnt+step;
#end
no_shadow
bounded_by { box { <-1.3,1.3,.15>,<1.3,-1.3,-.15> }}
}
#declare Number1 = merge {
object { Cyl scale <1,.95,1> pigment { turbulence .12 }}
object { Sph translate -.95*y }
object { Sph translate .95*y }
no_shadow
}
object { Number0 translate -.5*x }
object { Number1 translate 1.2*x }
plane { z,10
pigment { wrinkles
pigment_map { [ 0 rgb .5 ] [ 1 rgb <1,.7,.6> ] }
scale 4 }
hollow
}
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