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"Mark Birch" <las### [at] hotmailcom> schrieb im Newsbeitrag
news:web.447b904ca626bc344daddc090@news.povray.org...
> For illuminated lights in the shadowed portion you could use MegaPOV's
> 'projection pattern'.
Hi Mark,
I just wonder if the current version of MegaPov has all the same features as
the Beta 13. I hope, the POVgrammers will include all MegaPov features into
the future regular POV-Rays, as I consider the MegaPov features as quite
interesting, helpful and usable. I truly hope the glorious programmers will
take them.
For now, I prefer to use the Beta 13 in order to beta-test it and to get a
deep feeling of the scene writing. Starting to use now MegaPov, would be
some circumstance. Despite of that I (like nearly everyone here) like the MP
features.
Best greetings and thanks for your hint,
Sven
PS:
Mark you - I still do consider your hint. Let me publish here (again) the
entire scene code so you can see it. Could you please (if you like) alter
that code so it could function as 'projection pattern' within MegaPov? That
way, I could learn some different MegaPov programming and could more make my
mind. Thanks.
----------------------------
NOTE: I am using the great universe sky sphere wonderfully done by Nekar
Xenos
----------------------------
#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "metals.inc"
#include "glass.inc"
#include "woods.inc"
#declare Earth = texture { pigment { image_map { jpeg "E:\Scripts\Eigene
Bilder\Povray Textures\Sphere_Earth_01.jpg" map_type 1 } rotate < 0.0, 0.0,
0.0 > } finish { ambient 0.0 } }
#declare EarthLights = texture { pigment { image_map { png
"E:\Scripts\Eigene Bilder\Povray Textures\Sphere_Earth_Lights_01.png"
map_type 1 } rotate < 0.0, 0.0, 0.0 > } finish { ambient 0.25 } }
#declare EarthClouds = texture { pigment { image_map { png
"E:\Scripts\Eigene Bilder\Povray Textures\Sphere_Earth_Clouds_03.png"
map_type 1 } rotate < 0.0, 0.0, 0.0 > } finish { ambient 0.0 } }
global_settings
{
assumed_gamma 2.0
radiosity { } //
}
camera
{
location < 000.0, 0.0, -300.0 >
look_at < 000.0, 0.0, 0.0 >
}
/**/
light_source
{
< 1000.0, 0.0, 250.0 >
color White *3
}
#macro StarSubPigment(StarSize, StarFrequency)
crackle
form < 1.0, 0.0, 0.0 >
#local Cutoff=StarSize*StarFrequency;
color_map
{
[ Cutoff rgb 1.0 ]
[ Cutoff rgb 0.0 ]
}
scale 1/StarFrequency
#end
// minsize, maxsize = size range of stars (some stars will always be smaller
due to nature of crackle pattern)
// starfrequency = how many stars
// variationfrequency = how quickly their size changes
#macro StarPigment(MinSize, MaxSize, StarFrequency, VariationFrequency)
#local NumSizeSteps=8;
pigment
{
pigment_pattern
{
bozo
color_map
{
[ 0.0 rgb 0.75 ]
[ 1.0 rgb 1.00 ]
}
scale 1/VariationFrequency
}
pigment_map
{
#local StepNum=0;
#while (StepNum<NumSizeSteps)
#local SizeAmnt=(StepNum+.5)/NumSizeSteps;
#local PreSize=MinSize+(StepNum/NumSizeSteps)*(MaxSize-MinSize);
#local PostSize=MinSize+((StepNum+1)/NumSizeSteps)*(MaxSize-MinSize);
[ SizeAmnt StarSubPigment(PreSize,StarFrequency) ]
[ SizeAmnt StarSubPigment(PostSize,StarFrequency) ]
#local StepNum=StepNum+1;
#end
}
}
#end
sky_sphere
{
StarPigment
(
0.000002, // min star size
0.000008, // max star size
10000, // star density (higher = more)
5 // variation frequency (higher = star size changes more over
nearby parts of the sky)
)
}
#declare Earth_Surface=sphere
{
0.0, 1.0
texture { Earth }
texture { EarthLights }
normal
{
// density_file df3 "Sphere_Earth_Bumps_01.df3"
// interpolate 1
bump_map
{
jpeg "Sphere_Earth_Bumps_01.jpg"
map_type 1
}
}
}
#declare Earth_Clouds=sphere
{
0.0, 1.0005
texture { EarthClouds }
normal
{
// density_file df3 "Sphere_Earth_Bumps_01.df3"
// interpolate 1
bump_map
{
jpeg "Sphere_Earth_Clouds_Bumps_03.jpg"
map_type 1
}
}
}
#declare Earth_Atmosphere=sphere
{
< 0.0, 0.0, 0.0 > 1.0
pigment
{
color rgbt < 0.3, 0.3, 1.0, 1.0 >
}
hollow
interior
{
media
{
intervals 10
scattering
{
2,
rgb < 0.3, 0.3, 1.0 >
extinction 1.0
} // 0.75
density
{
spherical
color_map
{
[ 0.000 rgb < 0.0, 0.0, 0.0 > ]
[ 1.000 rgb < 0.1, 0.1, 0.5 > ]
}
}
samples 1, 10
confidence 0.9999
variance 1/1000
ratio 0.9
}
}
finish { ambient 0.0 diffuse 0.9/**/ }
scale 1.0075
}
#declare Earth=union
{
object { Earth_Surface } //
object { Earth_Clouds } //
object { Earth_Atmosphere } //
scale 100.0
}
object { Earth }
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Sven Littkowski wrote:
> I just wonder if the current version of MegaPov has all the same features as
> the Beta 13. I hope, the POVgrammers will include all MegaPov features into
> the future regular POV-Rays, as I consider the MegaPov features as quite
> interesting, helpful and usable. I truly hope the glorious programmers will
> take them.
>
> For now, I prefer to use the Beta 13 in order to beta-test it and to get a
> deep feeling of the scene writing. Starting to use now MegaPov, would be
> some circumstance. Despite of that I (like nearly everyone here) like the MP
> features.
The only difference between 3.7 and 3.6 (other than the gamma issues
mentioned) should be speed, and that's mostly true for MP systems. 3.6
and MegaPOV both have all the same features and SDL syntax that 3.7
supports.
...Chambers
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