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"Zeger Knaepen" <zeg### [at] student kuleuven ac be> wrote in message
news:414b6b22@news.povray.org...
> > Anyways, the technique is simple: I just place a sphere directly on the
> > location of the camera and apply some normals which are translated to start
> > at ground-level and fade out to nothing when raising. Since the rays will
> > only get refracted on angular surfaces, the perturbation only takes place
> > where the rays hit on a normal, otherwise they just pass through the sphere.
>
> Looks good, but isn't it easier and probably faster to use a normal in your
> camera?
never mind that, I didn't see the object isn't affected :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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