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Right. This should be it I guess:
//-----------------------------------------------------------------
sphere {
<0,0,0>, 1.00
texture {
pigment {srgb <0.8, 0.7, 0.7>*0.5 }
finish {
diffuse albedo 0.5 //note: should be 0.0 when metallic on
specular albedo 0.4
roughness 0.001
brilliance 3, 3
reflection {
0.0, 0.4
roughness 0.001
fresnel on
metallic off
}
fresnel on
metallic off
conserve_energy
}
}
interior {ior 1.5}
scale <1,1,1> rotate <0,0,0> translate <-1.35, 1.35, 0>
}
sphere {
<0,0,0>, 1.00
texture {
pigment {srgb <0.8, 0.7, 0.7>*0.5 }
finish {
diffuse albedo 0.0 //note: should be 0.0 when metallic on
specular albedo 0.4
roughness 0.001
//brilliance 3, 3
reflection {
0.0, 0.4
roughness 0.001
fresnel off
metallic on
}
fresnel off
metallic on
conserve_energy
}
}
interior {ior 1.5}
scale <1,1,1> rotate <0,0,0> translate <1.35, 1.35, 0>
}
//-----------------------------------------------------------------
As I am still unsure about the looks_like object, in the case of a
/sun-like/ object, this is the code I used although, to tell the truth,
it could be left out in the present scene.
//-----------------------------------------------------------------
#declare SunPosition = <-3000, 3000, -3000>;
//apparent size of the Sun (courtesy Cousin Ricky)
#declare SunDis = vlength(SunPosition)*2/215;
light_source {
SunPosition
color rgb <1, 1, 1>*10
area_light
SunDis*x, SunDis*z,
5, 5
adaptive 2
jitter
circular
orient
parallel
point_at <0, 0, 0>
looks_like {
sphere {
0, SunDis
pigment {color rgb <1,1,1>*10000}
//finish {emission 1}
no_radiosity
no_reflection
}
}
//fade_power 2
//fade_distance SunDis/2
//area_illumination
}
//-----------------------------------------------------------------
--
Thomas
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![](/i/fill.gif) |