POV-Ray : Newsgroups : povray.binaries.images : Shadow Problem : Shadow Problem Server Time
13 Aug 2024 07:20:50 EDT (-0400)
  Shadow Problem  
From: Tim McMurdo
Date: 17 Apr 2003 18:13:32
Message: <3e9f270c@news.povray.org>
I am working on water and sky for my USS Niagara WIP. THe problem I am
running into is the spots in the sky. The biggest and most visible is at the
far right. I thought it was a radiosity problem at first, but after working
radiosity for a while, I don't think it is anymore. Anybody have an Idea?

Here is the SDL.


#include "Ship Colors"
#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
#include "finish.inc"
#include "glass.inc"
#include "woods.inc"
#include "skies.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"

global_settings {
        radiosity {
                pretrace_start 0.08
                pretrace_end   0.04
                count 800

                nearest_count 5
                error_bound 1.8
                recursion_limit 3

                low_error_factor 0.5
                gray_threshold 0.0
                minimum_reuse 0.015
                brightness 1

                adc_bailout 0.01/2
        }
}

light_source {
  <900000,   0,   0>
  color rgb 1.0
  rotate<180,-40,0>
}

sphere{<0,0,0,>, 1000000 hollow


    texture{P_Cloud1 scale 25000
        finish{ambient .2 diffuse .6} rotate<180,0,0>}
}


sphere {<0,0,0>,  1000001 hollow
        texture{
                  pigment {
                    gradient y
                    color_map {
                      [0.0 rgb <0.6,0.7,1.0>*1.1]
                      [0.9 rgb <0.0,0.1,0.8>]
                    }
                    scale <1,2000000,1>

                  }
        }
}





#declare Scale_Z = 0.02;
#declare T_Foam =
        texture {
                bozo
                texture_map{
                        [ 0.0 pigment{ rgbt <0.4,0.5,0.3, 0.9>}]
                        [ 0.5 pigment{ rgbt <0.4,0.5,0.3, 0.9>}]
                        [ 1.0 pigment{ rgbt <4,4,4, 0>}]
                }
                scale 100
        }
#declare M_Watx =
        material {
                texture{
                        gradient y
                        texture_map{

                                [0.0 pigment {color rgbt <0.4,0.5,0.3,
0.9>}finish {diffuse 0.3 ambient 0.0 reflection {0.03, 1.0 fresnel
on }conserve_energy specular 0.4 roughness 0.003}]
                                [1.0 pigment {color rgbt <0.4,0.5,0.3,
0.9>}finish {diffuse 0.3 ambient 0.0 reflection {0.03, 1.0 fresnel
on }conserve_energy specular 0.4 roughness 0.003}]
                        }
                        scale<1,1000,1>
                }
                interior {
                        ior 1.33
                        fade_distance 0.3
                        fade_power 1001
                        fade_color <0.4, 0.5, 0.47>
                }
        }
#include "waves.inc"

#declare MAX_WAVES = 50;


#declare fn_Water1=
function {
  Waves(0, 5.2, clock*3.25, 70) * 0.024 + 0.5
}
#declare MAX_WAVES = 2;
#declare fn_Water2=
function {
  Waves(0, 35, clock*3.25, 3000) *.05
}

#declare Siz=900000;
#declare Height=700;
#declare Foam =
        height_field {

          function 300, 300 { (fn_Water1(x, y, 0)+fn_Water2(x, y, 0))/2  }


          water_level 0.85
          smooth

          translate <-0.5,-0.5,0.5>



          hollow on
          rotate<0,0,0>
          scale <Siz,Height,Siz>
        }
#declare Water =
        height_field {

          function 300, 300 { (fn_Water1(x, y, 0)+fn_Water2(x, y, 0))/2  }

          smooth

          translate <-0.5,-0.5,0.5>



          hollow on
          rotate<0,0,0>
          scale <Siz,Height,Siz>
        }


#declare OceanSurface =
        union{
                object{Water material{M_Watx}}
        }

object{OceanSurface}
object{OceanSurface translate<0,0,-Siz>}
object{OceanSurface translate<-Siz,0,-Siz>}
object{OceanSurface translate<-Siz,0,0>}


plane {  y, -2500  texture {    pigment {      color rgb <0.9, 0.88,
5>    }  }  hollow on}



//#include "Shipinc.inc"
//object{Ship translate<0,1000,0>}
camera {
        //orthographic

        right 4/3*x*2
        up y
        angle 110
        location  <-15000,2500,-2000>
        look_at   <0,2500,-15000>
        rotate<0,00,0>
        translate<0,0,0>

}

****************************************************************************
***********
****************************************************************************
***********
Thanks for taking a look.

Tim


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