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Carsten Schmitz wrote:
> 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
Hi,
After meddling with the scene file you posted I came up with this..
I have commented some of the changes I made. I also made the holes a bit
smaller to look more like the original.
Scene file follows:
// Persistence of Vision Ray Tracer Scene Description File
// File: gomb.pov
// Vers: 3.5
#version 3.5;
#include "colors.inc"
global_settings {
assumed_gamma 1.0
}
// Enclose the media in the smallest sphere possible.
// This speeds up rendering and prevents the "white-out"
// you were experiencing
sphere { <0, 0, 0> .7 pigment { rgbt 1 } hollow interior {
media { // atmospheric media
// For the default method (3) 1 interval is preferable.
intervals 1
// RGB 2 seems to be enough to get this right
scattering { 1, rgb 2 }
// 70 samples seems to be enough to get a smooth result
samples 70, 70
// These slowed it down... I commented them out for testing ;)
//confidence 0.9999
//variance 1/1000
// Spherical density map to fade the scattered light as it reaches the
// edges.
density
{ spherical
density_map
{
[0 rgb 0]
[.3 rgb 0]
[.45 rgb .5]
[.5 rgb 1]
[1 rgb 1]
}
}
//ratio 0.9
}
}
}
// I moved the camera a bit.. feel free to move it back ;)
camera {
location <3.5, 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's brightness was changed to 5
light_source {
<0, 0, 0> // light's position (translated below)
color rgb 5 // light's color
media_attenuation on
fade_power 2
// translate <-30, 30, -30>
}
// I created this light source, then commented it out (Was testing to
// see what I could see of the sphere.
/*light_source {
<200, -200, 200> // light's position (translated below)
color rgb <1,1,1> // light's color
media_attenuation on
// translate <-30, 30, -30>
}*/
// ----------------------------------------
difference{
// This sphere is non-hollow, and is no longer textured.
sphere {
0.0, .5
//hollow
}
// This sphere hollows out the sphere above, now it's more like a shell.
sphere {
0.0, .49 }
// No changes to your cylinders except radius.
// 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, 0.015
//open
//hollow
rotate <1,Index2*18,Index*18>
}
#declare Index = Index + 1;
#end
#declare Index2 = Index2 + 1;
#end
// The entire difference gets this texture.
// I know it seems silly to use a white texture, but... I wanted to!
// makes it easier to see when debugging light is turned on ;)
texture {
pigment { color rgb <1, 1, 1> } // light's color
finish{
specular 0.6
//ambient 1
}
}
}
--
~Mike
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