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Here's the code for the heigth_field:
#declare Surface_Dust_HF = height_field {
tga "HF_Desert.tga"
smooth
pigment {
rgbt <1,1,1,1>
}
interior {
media {
scattering {
3,
color rgb <0.0847059, 0.0847059, 0.074902>
extinction 1
}
density {
gradient z
turbulence .5
density_map {
[ 0.00 color rgb < 0.00, 0.00, 0.00> ]
[ 0.20 color rgb < 0.00, 0.00, 0.00> ]
[ 0.40 color rgb < 0.25, 0.25, 0.25> ]
[ 0.60 color rgb < 0.50, 0.50, 0.50> ]
[ 0.80 color rgb < 0.75, 0.75, 0.75> ]
[ 1.00 color rgb < 1.00, 1.00, 1.00> ]
}
}
intervals 1
scale .0125
translate y*135
}
}
translate <-.75, -.86, -.125>
scale <200,50,200>
}
#if (S_Dust)
object { Surface_Dust_HF translate y*17.5 } //The h_f used for the
footprints is declared separately
#end //and
placed a little below.
On the picture it looks like the height_field isn't filled with media,
instead the media seems to be just on the surface of the h_f. As you can see
it's hollow, but isn't a heigth_field a plain object anyway, like a wrinkled
plane which has no interior. This confuses me. If you see something in the
code I don't
"Marc-Hendrik Bremer" <Mar### [at] t-online de> schrieb im
Newsbeitrag news:3d5cc44b@news.povray.org...
>
> "f00" <f00### [at] freenet de> schrieb im Newsbeitrag
> news:3d5c5272@news.povray.org...
> > HI all,
> >
> > here's the new version of my mech scene. I'm currently working on the
> media
> > above the heigth field but I just can't get it to work properly. At the
> > moment, the effect is just on the surface of the translated/transparent
> > height field, and I can't get it positioned acurately inside an object
> with the same surface.
>
> The code of your media-container height_field would help a lot to find the
> problem. Is 'hollow' used`? I has to. Did you use some ior in the
container?
> You shouldn't IMHO. Is the container reflective?
>
> I like the image so far, keep up the good work!
>
> Marc-Hendrik
>
>
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