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High!
stbenge wrote:
>> ...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:
Perhaps... but I want to adopt it for my already existing Saturnian
images) rather than just using a ready-made Saturn-like planet.
> // 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> absorption 200/<1,.9,.8>
> }
>
> 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>
Your ring is 5.5 units wide, so I assumed that there is a 36.36 ratio
between ring radius and scattering/absorption strength... but when I
applied this to my test scene (not yet the real Saturn scene - for the
time being, I'm somewhat reluctant to further mess up its already quite
complicated code!) with a ring radius of 36,800 units, I only got a
result quite similar the images posted at the top message of this thread!
Would your scattering/absorption settings also work with just a simple
cylindrical pattern color map rather than your sophisticated function?
Here is my current version of the code:
global_settings
{
max_trace_level 10
}
union
{
sphere
{
0, 1
texture
{
pigment { color rgb <0.6, 0.4, 0> }
finish { ambient 0.02 diffuse 1 brilliance 0.8 }
}
}
difference
{
cylinder
{
<0, -0.001, 0>, <0, 0.005, 0>, 3.68
}
cylinder
{
<0, -0.0011, 0>, <0, 0.0011, 0>, 1.75
}
hollow
pigment { rgbt 1 }
interior
{
media
{
scattering
{
5, 1338181 * <1, 0.9, 0.8>
extinction 1
}
absorption 1338181 / <1, 0.9, 0.8>
density
{
cylindrical
color_map
{
[0 rgbf <1, 0.8, 0.7, 0.2> ]
[0.1 rgbf <1, 0.8, 0.7, 0.2> ]
[0.1 rgbf <0.1, 0.3, 0.1, 0.5>]
[0.17 rgbf <0.1, 0.3, 0.1, 0.5>]
[0.17 rgbf <0.85, 0.89, 0.94, 0.3>]
[0.18 rgbf <0.85, 0.89, 0.94, 0.3>]
[0.18 rgbf <0.99, 0.93, 0.45, 0.4>]
[0.26 rgbf <0.99, 0.93, 0.45, 0.4>]
[0.26 rgbf <0.5, 0.23, 0.61, 0.5, 0.4>]
[0.36 rgbf <0.5, 0.23, 0.61, 0.5, 0.4>]
[0.36 rgbf <1, 0.92, 0.93, 0.3>]
[0.45 rgbf <1, 0.92, 0.93, 0.3>]
[0.45 rgbf <0, 0, 0, 1>]
}
scale 3.68
}
}
}
}
rotate <-2, 7, 0>
scale 10000
translate z*50000
}
light_source
{
<500000, 2500, 5000>
color rgb 1
}
camera
{
location <1.5, 1.5, 0.12>
look_at 1.5
angle 60
}
See you in Khyberspace!
Yadgar
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