POV-Ray : Newsgroups : moray.win : A light bulb : Re: A light bulb Server Time
26 Apr 2024 22:07:49 EDT (-0400)
  Re: A light bulb  
From: Stephen
Date: 21 Feb 2011 05:47:53
Message: <4d6242d9$1@news.povray.org>
On 21/02/2011 1:22 AM, alanr wrote:
> Is setting the scene ambient to 1 the only way to get the sphere to "glow" or
> have I missed something?

What I think you are looking for is projected_through to allow light 
through an object without the object casting a shadow. Or looks_like to 
make a light source have the appearance of an object. Neither of which 
seem to be available in Moray. I stopped using Moray a few years ago and 
now use Bishop3D as is still being developed and works with PovRay 3.7.

Firstly create a material called Material1 with direct code texture. 

Then create a union of a sphere and point light. Assign Material1 to the 
sphere. You can change how translucent the sphere is by changing the 
diffuse value of interior_texture and change the ambient in the 

the code.

Code below (watch out for line breaks):

#declare Material1 =
material{
   texture {
     pigment {
       colour rgbft <1.000,1.000,1.000,0.000,1.000>
     }

     finish {
       ambient     rgb <0.00,0.00,0.00>
       brilliance  1.000
       crand       0.000
       diffuse     1.000
       metallic    0.000
       phong       0.000
       phong_size  40.000
       specular    0.200
       roughness   0.050
       reflection {
         rgb <0.200,0.200,0.200>, rgb <0.100,0.100,0.100>
         fresnel   0
         falloff   0.000
         exponent  1.000
         metallic  0.000
       }

     }

   }

   interior_texture {
     pigment {
       colour rgbft <1.000,1.000,1.000,0.100,0.000>
     }

     normal {
       leopard, 0.100
       scale     <0.001,0.001,0.001>
       scale     <0.001,0.001,0.001>
       warp {
         turbulence <5.000,5.000,5.000>
         octaves 6
         lambda 2.000
         omega 0.500
       }
     }

     finish {
       ambient     rgb <0.700,0.700,0.700> /* Change this overall 
brightness */
       brilliance  1.000
       crand       0.000
       diffuse     0.210	/* Change this for amount  of transparency */
       metallic    0.000
       phong       0.000
       phong_size  1.000
       specular    0.000
       roughness   0.001
       reflection {
         rgb <0.000,0.000,0.000>, rgb <0.000,0.000,0.000>
         fresnel   0
         falloff   0.000
         exponent  1.000
         metallic  0.000
       }
     }

   }

}


-- 
Regards
     Stephen


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