POV-Ray : Newsgroups : povray.binaries.images : Glass Blobs Server Time
3 Aug 2024 02:20:15 EDT (-0400)
  Glass Blobs (Message 1 to 8 of 8)  
From: the ajj
Subject: Glass Blobs
Date: 17 Jan 2007 04:50:01
Message: <web.45adf123624b73465867e6a30@news.povray.org>
Hi,

Here is a quick image I knocked up on Sunday Evening.  Comments welcome.

Thanks,

Adrian


Post a reply to this message


Attachments:
Download 'the blobs 1 v0.1.png' (370 KB)

Preview of image 'the blobs 1 v0.1.png'
the blobs 1 v0.1.png


 

From: POVeddie
Subject: Re: Glass Blobs
Date: 17 Jan 2007 12:25:00
Message: <web.45ae5acad569255b3267c19e0@news.povray.org>
"the_ajj" <adr### [at] tiscalicouk> wrote:
> Hi,
> Here is a quick image I knocked up on Sunday Evening.  Comments welcome.
> Thanks,
> Adrian

Ooooo, shiny thing! I like it. :)

What glass texture did you use?

Cheers
Eddie


Post a reply to this message

From: the ajj
Subject: Re: Glass Blobs
Date: 18 Jan 2007 08:00:01
Message: <web.45af6f43d569255b5867e6a30@news.povray.org>
Thanks.  This is the texture I used: material {texture {Glass3} interior
{I_Glass}

Adrian


Post a reply to this message

From: John
Subject: Re: Glass Blobs
Date: 18 Jan 2007 13:59:13
Message: <ongvq294a9otiq9pb01kpsb4flp4arquag@4ax.com>
On Wed, 17 Jan 2007 04:49:23 EST, "the_ajj"
<adr### [at] tiscalicouk> wrote:

>Hi,
>
>Here is a quick image I knocked up on Sunday Evening.  Comments welcome.
>
>Thanks,
>
>Adrian

I have tried to copy this image as a learning exercise.  The blobs are
OK but even with the hint you gave about the interiors I still cannot
get the same glassy look as you have.

Can I ask you to please post the source code.

Thanks

John


Post a reply to this message

From: the ajj
Subject: Re: Glass Blobs
Date: 19 Jan 2007 04:50:01
Message: <web.45b09416d569255b5867e6a30@news.povray.org>
Here you go......the photons really make the glass look good :-)

// POVRay 3.6 Scene File "Hexagonal.pov"
// created by Adrian Jackson
// Date: 28.12.2006
// Web Site: www.squaretomato.co.uk/povray
//-----------------------------------------------------------------------------------------

#version 3.6;

#include "colors.inc"
#include "shapes_lo.inc"
#include "rad_def.inc"
#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
#include "glass.inc"

global_settings {
                assumed_gamma 1
                photons {
                  count 1000000
                  }
}

//#default { pigment { rgb 1 } finish { diffuse 1 ambient 0 } }

#macro XZonacircle (circle_radius, circle_angle)

        #declare X = circle_radius*cos(radians(circle_angle));
        #declare Z = circle_radius*sin(radians(circle_angle));

#end


#declare tplane = texture {pigment {color rgb< 0.5, 0.5, 1.0>}  finish {
diffuse 0.85} normal{granite .03 scale <1,1,1> scale 0.03}}
#declare tglass = material {texture {Glass3} interior {I_Glass}}



#local a=0;
#local RadiusVal   = 0.95; // (0 < RadiusVal) outer sphere of influence on
other components
#local StrengthVal = 1.0; // (+ or -) strength of component's radiating
density


blob {threshold 0.6
        #while (a < 360)
            XZonacircle (3, a)
            sphere {<X, 0, Z>, RadiusVal, StrengthVal scale <2.5,2.5,2.5>}
          #local a=a+360/15;
        #end
      material {tglass} photons {target refraction on collect off}
} // end of blob

plane { y, -1.15 texture {tplane}}

light_source {
  0*x                 // light's position (translated below)
  color rgb 1.0       // light's color
  area_light
  <4, 0, 0> <0, 0, 4> // lights spread out across this distance (x * z)
  16, 16                // total number of lights in grid (4x*4z = 16
lights)
  adaptive 0          // 0,1,2,3...
  jitter              // adds random softening of light
  circular            // make the shape of the light circular
  orient              // orient light
  translate <15, 12, -14>   // <x y z> position of light
}

light_source {
  0*x                 // light's position (translated below)
  color rgb 1.0       // light's color
  area_light
  <4, 0, 0> <0, 0, 4> // lights spread out across this distance (x * z)
  16, 16                // total number of lights in grid (4x*4z = 16
lights)
  adaptive 0          // 0,1,2,3...
  jitter              // adds random softening of light
  circular            // make the shape of the light circular
  orient              // orient light
  translate <10, 10, 15>   // <x y z> position of light
}

#declare use_dof=1;  // (0=off, 1=on)
#declare blur_amt=50;

#declare cam0 = camera {#declare cl=<-1.4,13,-38>;
                        #declare la=<-1.4,1,2>;
                        right x*640/480
                        location cl
                        angle 30
                        look_at la
                        rotate <0,0,0>
                        #if (use_dof)
                          focal_point la
                          aperture 0.5
                          blur_samples blur_amt
                          confidence 0.999           // [0...1] when to move
on while sampling (smaller is less accurate)
                          variance 1/10000            // [0...1] how precise
to calculate (smaller is more accurate)
                        #end}

camera {cam0}


Post a reply to this message

From: Michael Goldshteyn
Subject: Re: Glass Blobs
Date: 19 Jan 2007 09:38:42
Message: <45b0d7f2$1@news.povray.org>
"the_ajj" <adr### [at] tiscalicouk> wrote in message 
news:web.45b09416d569255b5867e6a30@news.povray.org...
> Here you go......the photons really make the glass look good :-)
>

What happened to the three big balls in that scene file? The red, green and 
blue ones? I sure would like to see the scene file for the image that you 
posted.

Thanks,

Mike


Post a reply to this message

From: the ajj
Subject: Re: Glass Blobs
Date: 22 Jan 2007 07:45:00
Message: <web.45b4b130d569255b5867e6a30@news.povray.org>
To add the balls just add the following! :-)

#declare tchrome = texture { Polished_Chrome normal{average normal_map{[1
granite .1 scale 4] [1 crackle poly_wave .05 turbulence .1 scale 4]}}
finish {diffuse 0.85 phong 1}}

sphere {<-6, 1.9, 30> 3 texture {tchrome pigment{crackle poly_wave .1
turbulence .1 scale 4 color_map{[0 Black][1 Red]}}}} //Red
sphere {<8, 1.9, 20> 3 texture {tchrome pigment{crackle poly_wave .1
turbulence .1 scale 4 color_map{[0 Black][1 Green]}}}} //Green
sphere {<-10, 1.9, 10> 3 texture {tchrome pigment{crackle poly_wave .1
turbulence .1 scale 4 color_map{[0 Black][1 Blue]}}}} //Blue

Adrian


Post a reply to this message

From: Michael Goldshteyn
Subject: Re: Glass Blobs
Date: 23 Jan 2007 11:30:06
Message: <45b6380e$1@news.povray.org>
"the_ajj" <adr### [at] tiscalicouk> wrote in message 
news:web.45b4b130d569255b5867e6a30@news.povray.org...
> To add the balls just add the following! :-)
>
> #declare tchrome = texture { Polished_Chrome normal{average normal_map{[1
> granite .1 scale 4] [1 crackle poly_wave .05 turbulence .1 scale 4]}}
> finish {diffuse 0.85 phong 1}}
>
> sphere {<-6, 1.9, 30> 3 texture {tchrome pigment{crackle poly_wave .1
> turbulence .1 scale 4 color_map{[0 Black][1 Red]}}}} //Red
> sphere {<8, 1.9, 20> 3 texture {tchrome pigment{crackle poly_wave .1
> turbulence .1 scale 4 color_map{[0 Black][1 Green]}}}} //Green
> sphere {<-10, 1.9, 10> 3 texture {tchrome pigment{crackle poly_wave .1
> turbulence .1 scale 4 color_map{[0 Black][1 Blue]}}}} //Blue
>
> Adrian
>

Thanks!


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.