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> ...to make use of more advanced raytracing techniques such as media -
> and may have to content myself for the rest of my life with beginner's
> scenes!
>
> I'm still not able to produce planetary rings through which light is
> scattered also to the unlit side... here is the code (no, it's just a
> test scene, not a real Saturn!), and below two scenes showing the lit
> and unlit side of the rings!
...Here is some 3.6-compatible code you might find useful:
// begin code
global_settings{assumed_gamma 1.0}
#default{finish{ambient 0}}
camera{
location<0,-1000,-10000>
look_at 0
angle .05
sky<-.5,1,0>
}
light_source{<1,.05,0>*100000,<2.5,2.2,2>}
sphere{0,2
pigment{
bumps scale<100,.5,100> turbulence .5
color_map{[0 rgb 1][.5 rgb<.5,.4,.3>][1 rgb .5]}
}
hollow
}
#declare ring_radius = 5.5;
cylinder{
-y*.001,y*.001,ring_radius
pigment{rgbt 1}
interior{
media{
scattering{5,200*<1,.9,.8>}
absorption 200/<1,.9,.8>
density{
cylindrical
scale ring_radius
color_map{
// this will give us color for the rings
#declare f_pigment=
function{
pigment{
planar turbulence<1,1,1> lambda 6
color_map{[.3 rgb 0][1 rgb 1]}
}
}
#declare V=0;
#while(V<=.4)
// take color from f_pigment for rings
[V rgb f_pigment(0,V,0)]
#declare V=V+.4/20;
#end
// leave a smooth transition for inner ring
[.5 rgb 0]
}
}
}
}
hollow
}
// end code
It won't work correctly in version 3.7; media appears to be somewhat
buggy...
Anyway, I hope this was helpful!
Sam
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