|
|
I was beginning to try degrees in that before posting before and quit since
I wasn't seeing anything right still. Turns out I had to go with radians to
equal the same result for degrees in the MS "PowerToys" calculator I needed
to use because my Casio calculator needs batteries again. Nice to see I
wasn't on the wrong path by thinking it was to do with degrees, but this
calc was originally set to radians and I wasn't getting results right with
it either until I changed to degrees. Mental block prevented me from trying
radians in POV-Ray. Just needed degrees and that wasn't happening right.
Funny I couldn't figure this out at the time, but it's because I don't keep
in mind how POV deals with such things.
I wanted to find out about this idea so I'm glad I had help and the
incentive from Don Barron. Now I'm wondering if the sphere is the ideal
object or if it should be a disc... but then where to position it? Guess I'm
not going to want to know this for perfection of the concept, maybe Don
might though. Anyway, again:
/* cos 4th power law of lens light falloff. Thanks guys: Tor Olav
Kristensen, and Slime */
#declare A=67; // angle
#declare R=<10,0,0>; // orientation
#declare L=<0,0,-5>; // location
#declare V=A; // variable, degrees? probably still not true to the real
world(?)
camera {
location 0
look_at z
angle A
rotate R
translate L
}
/* okay, so it's cosine of radians of the angle apparently, or whatever.
yea! */
sphere {
0, 1
texture {
pigment {
cylindrical
color_map {
[0 color rgb 0 transmit 1 ]
[pow(cos(radians(V/2)),4) color rgb 0 transmit
pow(cos(radians(V/2)),4) ]
[1 color rgb 0 transmit 0 ]
} frequency -1 rotate 90*x
}
finish{
ambient 0 diffuse 0
}
}
scale 0.0001 // make small/invisible
rotate R
translate L
}
/* now if I just knew any better way to blend-map that, if can be */
#debug concat("\n cos 4th law: value for ",str(V,0,0)," degrees is
",str(pow(cos(radians(V/2)),4),-1,9),"\n")
// ----------------------------------------
sky_sphere {
pigment {
gradient y
color_map {
[0 rgb <0.7,0.8,0.9>]
[1 rgb <0.2,0.5,0.8>]
}
}
}
light_source {
<-30, 30, -30>,1
}
plane {
y, -1
pigment {color rgb 1}
}
sphere {
0.0, 1
pigment {color rgb 1}
}
Post a reply to this message
|
|