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Rick Measham nous apporta ses lumieres en ce 2005-02-26 01:19:
Some comments:
> // An area light (creates soft shadows)
> // WARNING: This special light can significantly slow down rendering times!
> light_source {
> 0*x // light's position (translated below)
> color rgb 1.0 // light's color
> area_light
> <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
> 4, 4 // total number of lights in grid (4x*4z = 16 lights)
You can increase this value without increasing the render time significantly, adaptive
0 start with
2*2 aray and only use more samples if you are in the penumbrae. I normaly use 17*17,
sometimes more.
> adaptive 0 // 0,1,2,3...
> jitter // adds random softening of light
> circular // make the shape of the light circular
> orient // orient light
> translate <0, 80, 0> // <x y z> position of light
> rotate x*45
> rotate y*(182)
> }
> // Water
> plane {
> y, 0.27
> //pigment { Blue }
> texture {
> pigment { color red 0.4 green 0.4 blue 1.5 filter .1 transmit 0.4 }
> finish {
> reflection 0.45
> ambient 0.15
> diffuse 0.6
> refraction 1 ior 1.33
Phased out, you should put the ior in the interior{} block
> }
> normal {
> bumps .5
> }
> }
> }
>
>
> // Beach
> sphere {
> 0
> 40
> scale y*0.005
> translate <10, 0.1, -7.5>
> texture {
> pigment {
> bumps
> color_map {
> [0 rgb <255/255, 204/255, 0>]
> [1 rgb <255/255, 204/255, 0>/2]
> }
> }
> finish {
> reflection 0.0
> ambient 0.15
> diffuse 0.6
> refraction 1 ior 1.33
Why the refraction and ior here? It's opaque, no fresnel reflection.
> }
> }
> }
>
>
>
> // Black sphere
> sphere {
> <4.30,1+2.5/6,-2>
> 2.5/6
>
> texture {
> pigment { Grey/70 }
> finish {
> reflection 0.01
> phong 1.0
> roughness 2
phong use phong_size, large valur reduce the size of the phong spot. It have no effect
if phong is
not used
specular use uoughness, small value reduce the size of the specular spot. It have no
effect if
specular is not used.
Alain
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