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On 12 Nov 2003 09:06:31 -0500, Warp <war### [at] tagpovrayorg> wrote:
> George Yanez <gya### [at] ncrrcom> wrote:
>> I have the following in POV (trying to make transparent glass/crystal
>> ball)
>> and the results is not what I expect/want.
>
> Mainly because you don't have details in the environment for the sphere
> to reflect/refract.
> Try this:
>
> -----------8<-----------8<-----------8<-----------8<-----------8<-----------
> global_settings { photons { count 10000 } }
>
> camera { location <2,5,-10>*.7 look_at 0 angle 35 }
> light_source { <15,20,-4>, 1 fade_distance 20 fade_power 2 }
> light_source { <-20,10,-5>, <.5,.25,.1> fade_distance 20 fade_power 2 }
>
> // Glass sphere
> sphere { 0,1
> // You can also try this instead of the above for a hollow sphere:
> //difference { sphere { 0,1 } sphere { 0, .9 }
> pigment { rgbf 1 }
> finish
> { specular 2 roughness .005
> reflection { .2, .4 }
> }
> interior { ior 1.5 }
> photons { target reflection on refraction on }
> }
>
> // Floor. (Don't mind the complexity, it's just for getting details)
> plane
> { y,-1
> pigment { checker rgb 1, rgb .5 }
> #declare TileNormal =
> normal
> { gradient x 1 slope_map
> { [0 <0,1>][.05 <1,0>][.95 <1,0>][1 <0,-1>] }
> }
> normal
> { average normal_map
> { [1 TileNormal]
> [1 TileNormal rotate y*90]
> }
> }
> finish { specular .5 }
> }
> -----------8<-----------8<-----------8<-----------8<-----------8<-----------
>
It always amazes me how just a few lines of code can produce something
that looks so gorgeous, "Don't mind the complexity" that's like a
matador's cape to me:) Slope-map's? Haven't really looked at normals yet,
those look -interesting- ah well, there goes the evening:)
--
Phil
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