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I'm having problems getting this dust ring to look right. I'm using a
media filled torus, and it looks ok in the light, but isn't casting a
shadow. The relavent code is:
torus { 20, 0.9
pigment {color rgbt 1.0}
finish {
diffuse 0.4
ambient 0.8
}
interior {
media {
scattering { 2, rgb 0.5 extinction 0.5 }
//emission 0.4
intervals 1
samples 1, 5
confidence 0.9999
variance 1/1000
density {
bozo
ramp_wave
turbulence 0.0
color_map {
[0.0 color rgb <0, 0, 0>]
[0.5 color rgb <0, 0, 0>]
[0.65 color rgb 0.3]
[0.88 color rgb 0.35]
[1.0 color rgb 0.38]
}
scale 0.1
}
}
}
hollow
translate <-7,0,30>
}
Any suggestions?
-Ed
--
Edward Wedig
aka Doc Brown
Graphic Artist, 3D Designer, Gamemaster, Nice Guy
http://www.netwalk.com/~docbrown
Post a reply to this message
Attachments:
Download 'altearth.jpg' (14 KB)
Preview of image 'altearth.jpg'
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You must use filter instead of transmit if you wish media to cast a shadow. So instead
of
rgbt 1.0, use rgbf 1.0.
--
----------------------
Andy
------------------------------------------------------------------------------------------
-
--The Home Of Lunaland--
--visit my POV-Ray gallery--
--listen to my music--
www.acocker.freeserve.co.uk
Edward Wedig <doc### [at] netwalkcom> wrote in message
news:3715D22C.88B25F19@netwalk.com...
> I'm having problems getting this dust ring to look right. I'm using a
> media filled torus, and it looks ok in the light, but isn't casting a
> shadow. The relavent code is:
>
> torus { 20, 0.9
> pigment {color rgbt 1.0}
> finish {
> diffuse 0.4
> ambient 0.8
> }
> interior {
> media {
> scattering { 2, rgb 0.5 extinction 0.5 }
> file://emission 0.4
> intervals 1
> samples 1, 5
> confidence 0.9999
> variance 1/1000
> density {
> bozo
> ramp_wave
> turbulence 0.0
> color_map {
> [0.0 color rgb <0, 0, 0>]
> [0.5 color rgb <0, 0, 0>]
> [0.65 color rgb 0.3]
> [0.88 color rgb 0.35]
> [1.0 color rgb 0.38]
> }
> scale 0.1
> }
> }
> }
> hollow
> translate <-7,0,30>
> }
>
> Any suggestions?
>
> -Ed
>
> --
> Edward Wedig
> aka Doc Brown
> Graphic Artist, 3D Designer, Gamemaster, Nice Guy
> http://www.netwalk.com/~docbrown
--------------------------------------------------------------------------------
Post a reply to this message
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Looks great, but you should probably squash the torus using a scale command.
(The rings that you can see in our solar system are all pretty thin.) But
you'll have to turn up your scattering to make the ring the same brightness,
because the ray will travel go smaller distance through the ring.
Also, the absorption keyword controls how much of the transmitted light is
absorbed. (i.e. how much the light from the planet is dimmed by looking through
the ring.)
Here's my suggestion
#define squash = .1;
torus { 20, 0.9
pigment {color rgbt 1.0}
finish {
diffuse 0.4
ambient 0.8
}
// all this info outside the interior command has to do with the
"container"
// for the media. If you want to see only the media, make the container
// invisible by setting the ambient, diffuse, phong, specular, and
reflection
// values to 0
interior {
media {
scattering { 2/squash, rgb 0.5 extinction 0.5 }
intervals 1
samples 1, 5
confidence 0.9999
variance 1/1000
density {
bozo
ramp_wave
turbulence 0.0
color_map {
[0.0 color rgb <0, 0, 0>]
[0.5 color rgb <0, 0, 0>]
[0.65 color rgb 0.3]
[0.88 color rgb 0.35]
[1.0 color rgb 0.38]
}
scale 0.1 * <1,1/squash,1> // makes sure the
density of
// the "dust balls"
is the
// same in all
directions
}
}
}
hollow
scale <1,squash,1>
translate <-7,0,30>
}
Post a reply to this message
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