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Thanks alot.
"John & Amy Robinson" <jro### [at] columbusrrcom> wrote in message
news:3c9ceb50@news.povray.org...
> i had to set the light source to be a really high rgb value. for some
> reason i had to also put a plane behind the stain glass or it just came
out
> looking dull. heres a 'makeshift' bit of code.
>
> john
>
> ////////
>
> global_settings {
> ambient_light rgb 0.0
> max_trace_level 10
>
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.02
> count 100
> nearest_count 8
> error_bound 1.15
> recursion_limit 6
> low_error_factor 0.6
> adc_bailout 1/255
> gray_threshold 0.05
> minimum_reuse 0.015
> brightness 0.125
> max_sample -1
> normal on
> }
> }
>
> media {
> intervals 50
> scattering { 2, rgb 0.005 }
> samples 1, 5
> confidence 0.95
> variance 1/128
> ratio 0.9
> }
>
> #declare Dull = finish { ambient 0.05 diffuse 0.3 reflection 0.0 specular
1
> roughness 0.001 }
>
> #declare Cutty =
> union {
> box {<-15,-40,-2>,<15,0,2>}
> intersection {
> cylinder {<-10,0,-2>,<-10,0,2>,25}
> cylinder {<10,0,-2.1>,<10,0,2.1>,25}
> }
> }
>
> difference {
> box {<-210,-110,31>,<210,130,-340>}
> box {<-200,-50,29>,<200,125,-330>}
> object { Cutty translate <0,40,30> }
> pigment { rgb 1 }
> finish {
> ambient 0.1
> diffuse 0.8
> reflection { 0 }
> specular 0.1
> roughness 0.005
> }
> normal { granite 0.2 scale 1 }
> }
>
> box {<-16,-1,30.5>,<16,70,30.6>
> pigment {
> image_map { gif "bruce4.gif" interpolate 2 filter all 0.6}
> translate <-0.5,0,0>
> scale <32,75,1>*0.8
> }
> finish { Dull }
> }
>
> camera {
> perspective
> location <85,-30,-190>
> direction <0,0,1.5>
> look_at <-55,0,30>
> }
>
> light_source { <0,60,-260> rgb <1,0.5,0.2>*0.4 media_interaction off }
>
> light_source { <0,1200,2000> rgb 25 }
>
> background { rgb 1 }
>
> plane {<0,0,1>,2100 hollow pigment { rgb 0.05 } finish { Dull }}
>
>
>
> /////////////////// the end
>
> "Alastair Murray" <ala### [at] hotmailcom> wrote in message
> news:3c9cab9b$1@news.povray.org...
> > How did you get the light to shine through the dust like that?
> >
> > Sources would be incredibly useful.
> >
> >
> > "John & Amy Robinson" <jro### [at] columbusrrcom> wrote in message
> > news:3c9ca1c3$1@news.povray.org...
> > >
> > > "Patrick Dugan" <pat### [at] netinsnet> wrote in message
> > > news:3c9c9e4e@news.povray.org...
> > > > How do/can you make a isosurface box that has a "rough" surface?
> > > > I have a (poor) image I made by hand of a "turbulent" box shape.
> > > Basically
> > > > I am trying to
> > > > make boxes that look like randomly made rectangular stones that have
> > been
> > > > placed within
> > > > a stone wall (like a fireplace) but have been chipped to be somewhat
> > > > rectangular so they
> > > > can be placed somewhat close together.
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > i used the f_rounded_box function for the walls in this image
> > > http://www.fishinglog.com/Art/bigThe%20Keep.html
> > >
> > >
> > >
> > >
> >
> >
>
>
>
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On Sat, 23 Mar 2002 11:18:29 -0600, "Patrick Dugan" <pat### [at] netinsnet>
wrote:
> I tried:
>
> isosurface {
> function { f_rounded_box(x,y,z,0,1,1,1) - f_noise3d(x, y, z)* 0.25 }
> contained_by { box { -1 , 1} }
> pigment{Red}
> scale 0.2
> }
>
> but this yields a perfectly square box. No roughness at all. Would the
> max_gradient make or break this?
Becouse f_rounded_box has strange definition of inside probably. Try IC_Box
function from iso_csg library.
http://www-public.tu-bs.de:8080/~y0013390/pov/ic/index.html
ABX
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Oops I forgot some code...(watch out for word wrap)
#declare Pig1=
function{
pigment{
wrinkles
color_map{[0 rgb 1][.75 rgb 0][1 rgb<.3,.95,.3>]}
scale 0.75
}
}
isosurface {
function { max(abs(x)-1, abs(y)-1, abs(z)-1)+(Pig1(x,y,z).gray*.24)}
contained_by{box{-1,1}}
threshold 0
accuracy 0.001
max_gradient 4.105
texture{T_Stone43}
}
--
Phil
Over 400 billion cups of coffee are consumed yearly. It's a
commodity that's 2nd only to oil...Maybe I should cut back.
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