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Le_Forgeron <jgr### [at] freefr> wrote:
> Le 26/10/2010 23:38, Mr nous fit lire :
> > Hi There is something that I try to understand every once in a while with
> > povray:
> > I am trying to have a sky sphere with gradient but still with an alpha layer
> > fully transparent in the end image. How do you do that?
> >
> > I try using two rgbt colors, both with a transmit value of 1 as entries to the
> > colormap.
> >
> > If I do that, only the last entry of color map of my gradient will be used as
> > if the the first entry had never existed. so it seems like the transparency is
> > baked into the color for each entry. could there be an option to make it so that
> > if the first entry has transmit 1 its color is still retained and all
> > transparencies
> > only applied in the alpha layer?
> >
> >
> >
> Could we have a minimal demo scene ? please.
Here it is:
#declare shader_Material = finish {
brilliance 1.8
phong 0.5
phong_size 25.2
diffuse 0.8 0
ambient 1
emission 0
conserve_energy
}
#declare camLocation = <7.481132, -6.507640, 5.343665>;
#declare camLookAt = <63.559295, 0.619768, 46.691945>;
camera {
location <0, 0, 0>
look_at <0, 0, -1>
right <-1.77777777778, 0, 0>
up <0, 1, 0>
angle 49.134343
rotate <63.559295, 0.619768, 46.691945>
translate <7.481132, -6.507640, 5.343665>
}
light_source {
< 0,0,0 >
color rgb<2, 2, 2>
fade_distance 5.999997
fade_power 2
matrix <-0.290865, 0.955171, -0.055189, -0.771101, -0.199883, 0.604525,
0.566393, 0.218391, 0.794672, 4.076245, 1.005454, 5.903862>
}
mesh2 {
vertex_vectors {
8,
<1.000000, 1.000000, -1.000000>,
<1.000000, -1.000000, -1.000000>,
<-1.000000, -1.000000, -1.000000>,
<-1.000000, 1.000000, -1.000000>,
<1.000000, 0.999999, 1.000000>,
<0.999999, -1.000001, 1.000000>,
<-1.000000, -1.000000, 1.000000>,
<-1.000000, 1.000000, 1.000000>
}
normal_vectors {
6,
<1.000000, -0.000000, 0.000000>,
<0.000000, -0.000000, 1.000000>,
<0.000000, 0.000000, -1.000000>,
<-0.000000, -1.000000, -0.000000>,
<-1.000000, 0.000000, -0.000000>,
<0.000000, 1.000000, 0.000000>
}
texture_list {
1
texture {
pigment {rgbft<0.8, 0.8, 0.8, 0, 0>}finish {shader_Material}
pigment {rgbft<0.8, 0.8, 0.8, 0, 0>}finish {shader_Material}
}
}
face_indices {
12,
<0,1,2>, 0,0,0,
<0,2,3>, 0,0,0,
<4,7,6>, 0,0,0,
<4,6,5>, 0,0,0,
<0,4,5>, 0,0,0,
<0,5,1>, 0,0,0,
<1,5,6>, 0,0,0,
<1,6,2>, 0,0,0,
<2,6,7>, 0,0,0,
<2,7,3>, 0,0,0,
<4,0,3>, 0,0,0,
<4,3,7>, 0,0,0
}
normal_indices {
12,
<2,2,2>,
<2,2,2>,
<1,1,1>,
<1,1,1>,
<0,0,0>,
<0,0,0>,
<3,3,3>,
<3,3,3>,
<4,4,4>,
<4,4,4>,
<5,5,5>,
<5,5,5>
}
interior { ior 1.000000
caustics 0.1
}
matrix <1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000, 0.000000>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgbt<0.33, 0, 0.528, 1>]
[1.0 rgbt<0.481, 0.774, 0.645, 1>]
}
}
}
global_settings {
max_trace_level 7
ambient_light rgb<0, 0, 0>
}
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