POV-Ray : Newsgroups : povray.newusers : Sphere with holes and lights shining out of it : Sphere with holes and lights shining out of it Server Time
2 Nov 2024 03:16:16 EDT (-0400)
  Sphere with holes and lights shining out of it  
From: Carsten Schmitz
Date: 15 Oct 2004 18:45:42
Message: <41705316@news.povray.org>
Hi!

I am really clueless now.. I want to create a rotating sphere with the
effect seen here: http://users.pandora.be/eclypse/

I jsut dont get the emitting beams right. As soon as i add media the whole
scene is lit bright.
Rotating is working and I cut the holes using sphere... i would appreciate
any hint very much how to do the light emiting from inside the sphere right.

Thank you

Carsten

Here is what i have so far:


--------------- snip ---------------------
// Persistence of Vision Ray Tracer Scene Description File
// File: gomb.pov
// Vers: 3.5


#version 3.5;

#include "colors.inc"


global_settings {
  assumed_gamma 5.0
}



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



camera {
  location  <1.5, 0, 0>
  rotate  <90,0, 360*clock>

  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.0, 0.0,  0.0>
}




light_source {
  <0, 0, 0>            // light's position (translated below)
  color rgb <10,10,10>  // light's color
  media_attenuation off
//  translate <-30, 30, -30>
}

// ----------------------------------------



difference{

sphere {
  0.0, .5
  color rgb <1, 1, 1>  // light's color
  hollow

texture {

    finish{
      specular 0.6
    }
    }

}


// Capped Cylinder, closed [or open ended]
// cylinder { <END1>, <END2>, RADIUS [open] }
//  END1 = coord of one end of cylinder
//  END2 = coord of other end
// RADIUS = size of cylinder
// open = if present, cylinder is hollow, else capped

#declare Index2 = 1;
#while(Index2 <= 10)

#declare Index = 1;
#while(Index <= 10)


cylinder {
  -1*x,  1*x,  0.03
   open
   hollow
   rotate <1,Index2*18,Index*18>

texture {
    finish{
      specular 0.6
    }
  }
}


  #declare Index = Index + 1;
#end

  #declare Index2 = Index2 + 1;
#end

}


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