POV-Ray : Newsgroups : povray.binaries.images : Globe (44kb) Server Time
4 Oct 2024 19:19:51 EDT (-0400)
  Globe (44kb) (Message 1 to 2 of 2)  
From: Psychomek
Subject: Globe (44kb)
Date: 15 Feb 1999 16:02:56
Message: <36C88B03.3A4E9ECC@cyberhighway.net>
I got this idea from all the globe pics i have seen over the last few
weeks.....

the frame work is a CSG union of torii and cylinders with CSG difference
of a torus and cube. the Globe itself is just a sphere with a mercadies
(sp?) map in a spherical image mapping. the stand is a rotational sweep,
and the ground is a cube.....    need a little help on the image map of
the globe (it seems to be too light compared to the rest of the
picture).and also attached is the source code and inc file for the
textures...


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Attachments:
Download 'globe.jpg' (44 KB) Download 'globe.inc.txt' (3 KB) Download 'globe.pov.txt' (6 KB)

Preview of image 'globe.jpg'
globe.jpg

From: Bob Hughes
Subject: Re: Globe (44kb)
Date: 19 Feb 1999 05:16:46
Message: <36CD39E5.A26F1728@aol.com>
I don't understand the use of the overly intense light (rgb 4) centered
inside the globe which has no filter/transmit and is using a phong_size
of 0 without the phong keyword. I checked this out using only a textured
sphere (no image_map) with and without a normal. When using a normal the
sphere lights up even though opaque. Then I tried an image_map, same
thing happens. Have you since removed any normal statement?
I thought perhaps you had one of the lights below the globe, yet this
isn't the case.


Psychomek wrote:
> 
> I got this idea from all the globe pics i have seen over the last few
> weeks.....
> 
> the frame work is a CSG union of torii and cylinders with CSG difference
> of a torus and cube. the Globe itself is just a sphere with a mercadies
> (sp?) map in a spherical image mapping. the stand is a rotational sweep,
> and the ground is a cube.....    need a little help on the image map of
> the globe (it seems to be too light compared to the rest of the
> picture).and also attached is the source code and inc file for the
> textures...
> 
>   ------------------------------------------------------------------------
>  [Image]
> 
>   ------------------------------------------------------------------------
> //  Material Include file.
> //
> //  This file was generated for POV-Ray V3.1 by
> //  NOTE: Do *NOT* remove the comment lines containing '$MRY$'.
> //        To make Moray not re-export the material, change
> //        the '$MRY$' to '$MRX$'.
> //
> 
> //
> // ********  MATERIALS  *******
> //
> 
> // Materials from previous exports [MRY]
> 
> // Materials exported in this run [MRY]
> 
> //  $MRY$: 'Material1'
> 
> #declare Material1 =
>    material  // Material1
>    {
>       texture
>       {
>          pigment
>          {
>             image_map
>             {
>                gif   "C:\PROGRAM FILES\MORAY\Maps\peterms.gif"
>                map_type 1
>                once
>             }
>             scale  <-1,1,1>
>             rotate 90*x
>          }
>          finish
>          {
>             ambient 0.7122
>             brilliance 2.706667
>             phong_size 0.0
>             metallic 1.67897
>          }
>       }
>    }
> 
> //  $MRY$: 'Bronze_Metal'
> 
> #declare Bronze_Metal =
>    material  // Bronze_Metal
>    {
>       texture
>       {
>          pigment
>          {
>             color rgb <0.55, 0.47, 0.14>
>          }
>          normal
>          {
>             wrinkles , 0.6
>             scale  0.15
>          }
>          finish
>          {
>             ambient 0.2
>             diffuse 0.7
>             brilliance 6.0
>             phong 0.75
>             phong_size 80.0
>             reflection 0.25
>          }
>       }
>    }
> 
> //  $MRY$: 'Bark1'
> 
> #declare Bark1 =
>    material  // Bark1
>    {
>       texture
>       {
>          pigment
>          {
>             color rgb <0.56, 0.56, 0.4>
>          }
>          normal
>          {
>             wrinkles , 0.6
>             scale  0.15
>          }
>          finish
>          {
>             ambient 0.1
>             crand 0.05
>          }
>       }
>    }
> 
> //  $MRY$: 'Material2'
> 
> #declare Material2 =
>    material  // Material2
>    {
>       texture
>       {
>          pigment
>          {
>             color rgb <0.529412, 0.529412, 0.529412>
>          }
>          normal
>          {
>             dents , 0.6
>             scale  0.15
>          }
>          finish
>          {
>             ambient 0.1
>             reflection 0.798533
>          }
>       }
>    }
> 
>   ------------------------------------------------------------------------
> //  Persistance of Vision Raytracer V3.1
> //  World definition file.
> //
> //  Contains 4 lights, 4 materials and 14 primitives.
> //
> //  This file was generated for POV-Ray V3.1 by
> //  Moray V3.1 For Windows (c) 1991-1998 Lutz + Kretzschmar
> //
> 
> //  Date : 02/15/1999    (15.02.1999)
> //
> 
> /*
>   The text between these two comments is in MorayPOV.INC and is
>   automatically included in all POV files that Moray exports.
> */
> 
> default {
>   texture {
>     pigment { rgb <1,0,0> }
>   }
> }
> 
> /* // Scene Comment
> 
> This scene was created with Moray For Windows.
> 
> */ // End Scene Comment
> 
> global_settings {
>   adc_bailout 0.003922
>   ambient_light <1.0,1.0,1.0>
>   assumed_gamma 1.9
>   hf_gray_16 off
>   irid_wavelength <0.247059,0.176471,0.137255>
>   max_intersections 64
>   max_trace_level 10
>   number_of_waves 10
>   radiosity {
>     brightness       3.3
>     count            100
>     distance_maximum 0.0
>     error_bound      0.4
>     gray_threshold   0.5
>     low_error_factor 0.8
>     minimum_reuse    0.015
>     nearest_count    6
>     recursion_limit  1
>   }
> }
> 
> background { color <0.000,0.000,0.000> }
> 
> camera {  //  Camera Camera01
>   location  <    -59.103,     -46.480,      22.726>
>   direction <        0.0,         0.0,      2.4880> // Aperture is 0.40 degrees
>   sky       <    0.00000,     0.00000,     1.00000> // Use right handed-system
>   up        <        0.0,         0.0,         1.0> // Where Z is up
>   right     <    1.33333,         0.0,         0.0> // Aspect ratio
>   look_at   <      0.000,       0.000,       1.000>
> }
> 
> //    Other cameras are commented out.
> /*
> camera {  //  Camera SpotCam001
>   location  <      0.000,      -0.582,      55.504> // Attached to Spotlight001
>   direction <        0.0,         0.0,      1.1840> // Aperture is 0.80 degrees
>   sky       <    0.00000,     0.00000,     1.00000> // Use right handed-system
>   up        <        0.0,         0.0,         1.0> // Where Z is up
>   right     <    1.33333,         0.0,         0.0> // Aspect ratio
>   look_at   <      0.000,      -0.581,      35.325> // Following Spotlight001
> }
> 
> */
> 
> /*
> camera {  //  Camera SpotCam002
>   location  <    -35.937,     -33.128,      15.894> // Attached to Spotlight002
>   direction <        0.0,         0.0,      1.1840> // Aperture is 0.80 degrees
>   sky       <    0.00000,     0.00000,     1.00000> // Use right handed-system
>   up        <        0.0,         0.0,         1.0> // Where Z is up
>   right     <    1.33333,         0.0,         0.0> // Aspect ratio
>   look_at   <    -52.650,     -44.070,      13.041> // Following Spotlight002
> }
> 
> */
> 
> //
> // *******  L I G H T S *******
> //
> 
> light_source {   // Light001
>   <0.000, 0.000, 0.000>
>   color rgb <1.000, 1.000, 1.000>*4.1423
> }
> 
> light_source {   // Spotlight Spotlight001
>   <0.000, -0.581, 55.504>
>   color rgb <1.000, 1.000, 1.000>
>   spotlight
>     point_at  <0.000, -0.581, 15.145>
>     falloff    22.894  // outer radius (in deg)
>     radius     16.055  // inner radius
>     tightness  0.000
> }
> 
> light_source {   // Light1
>   <0.000, -20.000, 20.000>
>   color rgb <1.000, 1.000, 1.000>
> }
> 
> light_source {   // Spotlight Spotlight002
>   <-35.937, -33.128, 15.894>
>   color rgb <1.000, 1.000, 1.000>
>   spotlight
>     point_at  <-69.364, -55.012, 10.188>
>     falloff    22.894  // outer radius (in deg)
>     radius     16.055  // inner radius
>     tightness  0.000
> }
> 
> //
> // ********  MATERIALS  *******
> //
> 
> #include "globe.inc"
> 
> //
> // ********  REFERENCED OBJECTS  *******
> //
> 
> //
> // ********  OBJECTS  *******
> //
> 
> sphere { // Sphere002
>   <0,0,0>,1
>   material {
>     Material2
>   }
>   scale <2.0, 29.672365, 29.672365>
>   rotate 34.223423*z
>   translate  <-64.319088, -47.270655, 0.0>
> }
> 
> //
> // Include file contains 'RotSweep001'
> //
> #include "globe.in1"
> object {   // RotSweep001
>   RotSweep001_Raw
>   material {
>     Bronze_Metal
>   }
>   translate  <0.0, -0.51832, -12.345698>
> }
> 
> box { // Cube002
>   <-1, -1, -1>, <1, 1, 1>
>   material {
>     Bark1
>   }
>   scale <60.0, 60.0, 0.5>
>   translate  -14.151318*z
> }
> 
> #declare CSG002 = difference {
>   torus { // Torus003
>     1.05, 0.05  rotate -x*90
>     scale 8.0
>     rotate <180.0, -89.910004, 180.0>
>   }
>   box { // Cube001
>     <-1, -1, -1>, <1, 1, 1>
>     scale <-8.686609, -7.916847, 9.962202>
>     translate  -7.890064*y
>   }
>   material {
>     Bronze_Metal
>   }
>   scale 1.192441
>   translate  <0.0, -0.577322, 0.192441>
> }
> #declare CSG001 = union {
>   torus { // Torus001
>     1.05, 0.05  rotate -x*90
>     scale 6.960311
>     rotate -90.0*y
>   }
>   torus { // Torus002
>     1.05, 0.05  rotate -x*90
>     scale 6.960311
>   }
>   material {
>     Bronze_Metal
>   }
> }
> union { // CSG003
>   object { CSG002 }
>   cylinder { // Cylndr001
>     <0,0,1>, <0,0,0>, 1
>     material {
>       Bronze_Metal
>     }
>     scale <0.2, 0.2, 20.0>
>     translate  -9.809287*z
>   }
>   object { CSG001 }
>   cylinder { // Cylndr002
>     <0,0,1>, <0,0,0>, 1
>     material {
>       Bronze_Metal
>     }
>     scale <0.2, 0.2, 15.0>
>     rotate -90.0*y
>     translate  <7.669212, 0.0, -0.170427>
>   }
>   sphere { // Sphere001
>     <0,0,0>,1
>     material {
>       Material1
>     }
>     scale 5.787603
>   }
>   rotate -23.127964*x
> }

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/POVring.htm
 mailto:inv### [at] aolcom?PoV


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