|
|
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
Post a reply to this message
|
|