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> whoa! So much friggin' better! You truly nailed it, man! Right colors
> and right smooth shadows and caustics! Only one of the light box
> reflections in the blue torus is coming filtered red...
>
> did you drop the media inside the torii? Post the changes, man! if you
> feel like it, that is. It's not GPL'd... :D
> Perhaps going from .5 to 1 in the fresnel block? I think I go from 0 to 1
> as is?...
That's what I don't understand, Fresnel should determine the reflection %
based on the IOR and the angle, nothing else, I don't get what the other two
parameters do in this cae, or what I should set them to. I just use
reflection{1 fresnel on} for now - I hope that is physically correct.
Note this version below is not exactly the one that gave that image (I've
had a tweak with it this morning to try and get the floor reflection to
appear brighter). Anyway, here you go, for MCPOV:
#default { texture { pigment { color rgb 1 } finish { diffuse 1 ambient 0
montecarlo { mc_diffuse { 1 3 1 } } } } }
camera { angle 30 }
global_settings {
max_trace_level 100
adc_bailout 0.02
assumed_gamma 1.0
montecarlo{
mc_dof { mc_focal_distance 6 mc_lens_radius 0.002 }
}
}
// provide some ambient light...
sphere{ <0,0.5,0> 0.5
pigment {
gradient y
color_map {
[ 0.5 color rgb 0]
[ 0.8 color rgb 0 ]
[ 1.0 color rgb 1 ]
}
}
finish{ambient 2 diffuse 0}
translate <0,-0.5,0>
scale 1000
}
// background { rgb 0.0 }
#macro reflmat( fdcol )
texture {
pigment { color rgbt <0,0,0,1> }
finish {
diffuse 0 ambient .0
reflection{1 fresnel on}
conserve_energy
}
}
hollow
interior { ior 1.5 fade_color fdcol fade_power 2 fade_distance 0.002}
#end
// cena
union {
// chao
plane{ y 0
pigment { rgb 1 } finish { ambient .0 diffuse .99 }
}
// as duas semi-roscas: red (x) e blue (z)
union {
torus { 1.2,.16 reflmat( <0.15,0.45,1> ) rotate x*90
translate -y*.0 + x/3 }
torus { 2,.2 reflmat( <1,0.2,0.2> ) rotate x*90+y*90
translate -y*.4 }
translate -y/2
}
#local P1 = <-1,0,-1>;
#local P2 = < 1,0,-1>;
#local P3 = < 1,0,1>;
#local P4 = <-1,0,1>;
union{
triangle { P1,P2,P3
montecarlo { mc_portal { 6 4 1 1 } }
}
triangle { P1,P3,P4
montecarlo { mc_portal { 6 4 1 1 } }
}
#local d = 5; // Used to tweak the position of the light
scale d
translate y*4*d
translate x*0.35*d
pigment { rgb 1 }
finish { ambient 20 diffuse 0 }
}
rotate -y*30
rotate -x*30
translate z*6+y/5
}
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