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play around with the negative finish properties. It works rather nicely as a
simple way to get aoi from megapov... shame radiosity works pitifully with
it... :P
background { rgb 0 }
global_settings {
max_trace_level 20
//radiosity { count 600 error_bound .16 brightness 1.8 pretrace_end .008
pretrace_start .02 }
}
#local thing =
blob {
#local r = .9;
#local s = 2;
#local i = 0; #while (i<=16)
sphere { 0, r s scale y*.5 translate -z*.92 rotate -x*30 rotate y*(360/16)*i
}
#declare i = i+1; #end
threshold .2
pigment { rgbt <0,0,1,0> }
finish { ambient .004 diffuse .12 specular .3 metallic .2 roughness -1.8
brilliance -1.92 }//phong .6 phong_size 70 }
//interior { ior 1.5 } // ugh!
rotate -x*30
translate z*4+y
}
plane { y, -2 pigment { rgb .6 } }
object { thing scale y*1.62 rotate z*30 translate -x*1 }
object { thing scale y*1.22 rotate -z*20 translate z*3+x*2 }
//light_source { -z*3+y*8 .5 }
//light_source { 4-8*z .7 }
light_source { -8*z .9 }
//light_source { -y*5+z*3 .7 }
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Attachments:
Download 'agua_viva.jpg' (14 KB)
Preview of image 'agua_viva.jpg'
![agua_viva.jpg](/povray.binaries.images/attachment/%3Cweb.476049743948882ef48316a30%40news.povray.org%3E/agua_viva.jpg?ttop=443866&toff=3500&preview=1)
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aoi = apple of incision??
more at http://acronyms.thefreedictionary.com/AOI
"nemesis" <nam### [at] gmail com> wrote in message
news:web.476049743948882ef48316a30@news.povray.org...
> play around with the negative finish properties. It works rather nicely
> as a
> simple way to get aoi from megapov... shame radiosity works pitifully with
> it... :P
>
>
> background { rgb 0 }
>
> global_settings {
> max_trace_level 20
> //radiosity { count 600 error_bound .16 brightness 1.8 pretrace_end
> .008
> pretrace_start .02 }
> }
>
> #local thing =
> blob {
> #local r = .9;
> #local s = 2;
> #local i = 0; #while (i<=16)
> sphere { 0, r s scale y*.5 translate -z*.92 rotate -x*30 rotate
> y*(360/16)*i
> }
> #declare i = i+1; #end
>
> threshold .2
>
> pigment { rgbt <0,0,1,0> }
> finish { ambient .004 diffuse .12 specular .3 metallic .2
> roughness -1.8
> brilliance -1.92 }//phong .6 phong_size 70 }
> //interior { ior 1.5 } // ugh!
>
> rotate -x*30
> translate z*4+y
> }
>
> plane { y, -2 pigment { rgb .6 } }
>
> object { thing scale y*1.62 rotate z*30 translate -x*1 }
> object { thing scale y*1.22 rotate -z*20 translate z*3+x*2 }
>
> //light_source { -z*3+y*8 .5 }
> //light_source { 4-8*z .7 }
> light_source { -8*z .9 }
> //light_source { -y*5+z*3 .7 }
>
Post a reply to this message
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"dlm" <me### [at] address invalid> wrote:
> aoi = apple of incision??
Angle Of Incidence. The parts directly lit are shaded and vice-versa. Looks
nice for superheroes suits as well... :)
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nemesis napsal(a):
> "dlm" <me### [at] address invalid> wrote:
>> aoi = apple of incision??
>
> Angle Of Incidence. The parts directly lit are shaded and vice-versa. Looks
> nice for superheroes suits as well... :)
>
>
I thought AOI was refering to the camera position, not illumination
amount, isn't it? The latter would be nice too
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Jan Dvorak <jan### [at] centrum cz> wrote:
> nemesis napsal(a):
> > "dlm" <me### [at] address invalid> wrote:
> >> aoi = apple of incision??
> >
> > Angle Of Incidence. The parts directly lit are shaded and vice-versa. Looks
> > nice for superheroes suits as well... :)
> >
> >
> I thought AOI was refering to the camera position, not illumination
> amount, isn't it? The latter would be nice too
Yes it is. The pattern is based on the calculated angle of the ray hitting it
(even trough reflections and refractions). It is similar to the slope pattern,
but has the advantages of 1) it is not based on a parallel global vector 2) it
is affected by reflection/refraction
-tgq
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