POV-Ray : Newsgroups : povray.binaries.images : On a first post theme...(kinda) : On a first post theme...(kinda) Server Time
11 Aug 2024 15:22:42 EDT (-0400)
  On a first post theme...(kinda)  
From: Felbrigg
Date: 3 Mar 2004 09:07:08
Message: <4045e68c@news.povray.org>
Interesting effect ...  The max-trace_level was originally set to 5 which
made half of the cude reflections change into a disjointed collection of
dots, simply raising it to 6 fixed the fault.

If you want a differn't effect you could try changing the camera from y2 to
y-2 and turning the resulting image upside down, well  I liked it!  Its
amazing sometimes what a change in camera can do to a scene!

Heres the Source...

#include "colors.inc"   // Standard Color definitions
#include "textures.inc"   // Standard Texture definitions
#include "functions.inc"  // internal functions usable in user defined
functions
#include "shapes.inc"
// create a regular point light source
//light_source { <20, 40, -20> color White}
                                  // adding a photon{} block to
global_settings activates photon mapping.
// photons also need to be adjusted for light sources and objects.
// used in global_settings, sets the maximum ray tracing bounce depth (1 or
more) [5]
global_settings {
  max_trace_level 6
}
light_source {
        <0,70,0>
colour White
        spotlight point_at <0,0,0>
                tightness 50
                radius 7
                falloff 10
                photons {
                        reflection on
                        refraction on
                        }
 }

plane { <0,1,0>,-1.5 texture { pigment { Clear } finish { reflection
 } }  }


media {    // atmospheric media sample
  intervals 10
  scattering { 1, rgb 0.03 }
  samples 1, 10
  confidence 0.9999
  variance 1/1000
  ratio 0.9
}

camera  { location <0,2,-5> look_at <0,0,0> }

background { Black }

#macro Balls(xcount,zcount)
        #declare flapper=0;
        union   {
        #while(xcount>0)
                #declare myZ = zcount;
                #while(myZ>0)

                        sphere  {
                                <xcount,0,myZ>,.5
                                texture {
                                        #if(flapper=0)

                                        pigment { Red }
                                        finish  {
                                                reflection 1
                                                ambient 0
                                                specular 0.5
                                                diffuse 0.7
                                                }

                                        #declare flapper = 1;
                                        #else

                                        pigment { rgbf <0.1,0.1,1,0.4> }
                                        finish  {
                                                reflection {0.1,0.6}
                                                ambient 0
                                                specular 0.2
                                                diffuse 0.7
                                                }

                                        #declare flapper = 0;
                                        #end


                                        }
                                        hollow
                                }

                        #declare myZ= myZ- 1;
                #end
                #declare xcount = xcount - 1;
        #end
                }

#end

object { Balls(101,101) translate <-50,0,-50>}
box     {
        <-.5,-.5,-.5>,
        <.5,.5,.5>
        texture {
                pigment { Clear }
                finish  {
                        reflection {0.1,1}
                        specular 0.3
                        diffuse 0.7
                        }
                }
        hollow
        interior        {
                        ior 1.5
/*
                                        media   {
                                                intervals 10 //30
                                                ratio 0.9
                                                samples 2,4
                                                confidence 0.9
                                                variance 1.0/128.0
                                                method 1
                                                absorption <0.5,0.5,0.5>
                                                scattering      {
                                                                1, Green*2
                                                                extinction 0
                                                                }
                                                density {
                                                        spherical scale .25
                                                        warp { turbulence
<.1,.1,.1> }
                                                        }
                                                }
*/

                        }

        rotate <45,0,45>
        translate <-.1,1.4,0>
        rotate <0,12,0>
        }


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