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Could someone help me tweak this code to get real caustics?
#include "colors.inc"
#version unofficial MegaPov 0.4;
global_settings { assumed_gamma 2.2
//hf_gray_16
}
global_settings{
photons{
count 200000000 // count 20000
//autostop .01
jitter .4
// spacing 1
}
}
camera {
location <0,10,-26> look_at <-3,-3,-2>
angle 30
}
background{Blue}
light_source { <200, 200, 10> color White*0.75}
#declare ck=6;
light_source {
<0, 0.02, 0>
color White*2
photons {
global
refraction on
reflection on
}
}
isosurface{
function{
"sphere",<3>
}
accuracy 0.001
threshold 0.10
contained_by
{
sphere{0,3.5}
}
clipped_by
{
sphere{0,3.4}
}
interior{
ior 1.5
}
pigment{rgbft <1,.9,.9,1,1>}
finish{ambient 0.2 reflection 0.15
blinn 1 facets .2 }
photons {
target
refraction on
reflection on
ignore_photons
}
rotate <0,0,0>
hollow
}
plane{y,-6
//normal {bumps scale 0.01}
pigment{
function {noise3d(x,y,z)}
color_map {
[ 0.0 color rgb <0,0,1>]
[0.68 color rgb <0,0,1> ]
[ 0.72 color rgb <0,1,.1>]
[ 0.28 color rgb <0,1,.1>]
}
}
}
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On Thu, 02 Mar 2000 15:53:54 -0500, Greg M. Johnson wrote:
>This is a multi-part message in MIME format.
>--------------7630C8E46E9366EF25D2113E
>Content-Type: text/plain; charset=us-ascii
>Content-Transfer-Encoding: 7bit
>
>Could someone help me tweak this code to get real caustics?
>
All the same up to this point, just add the caustics statement as
here. You're using photons aswell, is that what you mean?
Just noticed the photons. But this should add ordinary caustics.
You've got ignore_photons in there, so the object will ignore the
photons and there fore not get any caustics from the photons either.
hope it's of some help.
interior{
ior 1.5 caustics 0.8
> }
> pigment{rgbft <1,.9,.9,1,1>}
> finish{ambient 0.2 reflection 0.15
> blinn 1 facets .2 }
> photons {
> target
> refraction on
> reflection on
> ignore_photons
> }
> rotate <0,0,0>
> hollow
> }
>
>plane{y,-6
> //normal {bumps scale 0.01}
> pigment{
> function {noise3d(x,y,z)}
> color_map {
> [ 0.0 color rgb <0,0,1>]
> [0.68 color rgb <0,0,1> ]
> [ 0.72 color rgb <0,1,.1>]
> [ 0.28 color rgb <0,1,.1>]
> }
> }
> }
>
>
--
Cheers
Steve email mailto:sjl### [at] ndirectcouk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
11:53pm up 5 min, 4 users, load average: 1.15, 0.83, 0.38
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1) get rid of
photons {
global
refraction on
reflection on
}
in the second light source and change the light source's brightness to White
instead of White*2.
2) change the pigment of the isosurface sphere from
pigment{rgbft <1,.9,.9,1,1>}
to
pigment{rgbf <1,.9,.9,1>}
3) use this for your photon count:
count 5000
-Nathan
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I solved it by lowering the light intensity and eliminating the finish from
the sphere.
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Nathan Kopp <Nat### [at] Koppcom> wrote...
> 1) get rid of
> photons {
> global
> refraction on
> reflection on
> }
By the way, there is a bug in MegaPov related to that snippet of POV code
above. I've found it and fixed it now, though. :-)
-Nathan
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Wicked!
(Steve's advice, however, of removing
ignore_photons
, is not correct, right?)
Also, why filter and not transmit?
Nathan Kopp wrote:
> 1) get rid of
> photons {
> global
> refraction on
> reflection on
> }
> in the second light source and change the light source's brightness to White
> instead of White*2.
>
> 2) change the pigment of the isosurface sphere from
> pigment{rgbft <1,.9,.9,1,1>}
> to
> pigment{rgbf <1,.9,.9,1>}
>
> 3) use this for your photon count:
> count 5000
>
> -Nathan
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Attachments:
Download 'fires17.jpg' (56 KB)
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Greg M. Johnson wrote:
>
> Wicked!
>
> (Steve's advice, however, of removing
> ignore_photons
> , is not correct, right?)
>
Right, ignore_photons simply means that you don't want any
caustics on the sphere itself, *not* that photons don't get
shot at it (that's controlled by the reflection and
refraction keywords...)
Jerome
--
* Doctor Jekyll had something * mailto:ber### [at] inamecom
* to Hyde... * http://www.enst.fr/~jberger
*******************************
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Greg M. Johnson <"gregj;-)56590"@aol.c;-)om> wrote...
>
> Also, why filter and not transmit?
>
Filter changes the color of the light that passes through the object,
transmit does not. If you use both, they add together, which doubles the
intensity of the light.
Actually, for the best realism, you should use transmit combined with
distance-based attenuation using fade_color, fade_distance, and fade_power.
-Nathan
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