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#include "colors.inc" // Standard Color definitions
#include "textures.inc"
#include "finish.inc"
camera
{
location <0.0 , 2.0 ,-5.00>
look_at <0.0 ,0.5 , 0.0>
}
light_source {<0,0.75,0>Turquoise media_attenuation on}
light_source {<-30,100,-30> Gold}
background { Black}
plane
{
y,
-1.0
hollow on
texture{ tiles
{
texture
{
pigment { Silver }
finish { ambient 0.2 }
}
tile2
texture
{
pigment { granite }
finish { specular 0.3 reflection 0.2 }
}
}scale 5
}interior {caustics 0.5}
}
#declare ariadna = texture {
pigment {
spiral1 12 //was spiral2
turbulence 0.8
//frequency 3
scale 3
color_map {
[0.25 rgbf <1.0, 1.1, 1.0, 0.0>]
[0.25 rgbf <1.0, 1.0, 1.0, 1.0>]
[0.75 rgbf <1.0, 1.0, 1.0, 1.0>]
[0.75 rgbf <1.0, 1.0, 1.0, 0.0>]
}
rotate <90,0,0>
}
}
texture {
pigment {
spiral2 12
turbulence 0.8
//frequency 3
scale 3
color_map {
[0.25 rgbf <1.0, 1.0, 1.0, 0.0>]
[0.25 rgbf <1.0, 1.0, 1.0, 1.0>]
[0.75 rgbf <1.0, 1.0, 1.0, 1.0>]
[0.75 rgbf <1.0, 1.0, 1.0, 0.0>]
}
rotate <0,90,0> }
finish {Dull}
#declare base=
sphere{<0,0,0> 1.50 translate<0,1,0> hollow texture {ariadna}interior {ior
1.000292}}
#declare base2=
sphere{<0,0,0> 1.10 translate<0,1,0> hollow rotate 45*y texture {ariadna
rotate 45*y}interior {ior 1.000292}}
#declare esfera=union{
object {base }
object {base2}
}
object {esfera}
cylinder
{
0*y, 5*y, 0.75
translate <2.5,-1,-1>
texture{ tiles
{
texture {
pigment { Silver } finish { Mirror }
}
tile2
texture // full texture of tile #2
{
pigment { granite }
finish { specular 0.3 reflection 0.2 }
}}}}
cylinder
{
0*y, 25*y, 4
translate <-8,-2,22>
texture{ tiles
{
texture {
pigment { Silver } finish { Mirror }
}
tile2
texture {
pigment { granite }
finish { specular 0.3 reflection 0.2 }
}}}}
--
Marjorie Graterol
http://www.emediez.com
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Pedro Graterol wrote:
I missed somewhere what the question is. If you would elborate a bit I
might be able to offer some help. :)
--
Ken Tyler
mailto://tylereng@pacbell.net
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Ken wrote in message <36EDD25C.BB8A06BE@pacbell.net>...
>I missed somewhere what the question is. If you would elborate a bit I
>might be able to offer some help. :)
>
The message was sort like this:
>Is there any way to 'soften' the light
projected onto the floor? I tried Media, interior and radiosity in global
settings, but the difference was not relevant.
> (and )...more lights in order to attenuate the main light, which is inside
the spheres.
*Image is in binaries.images. btw , a veeeeery simple and non-important
exercise*
I would appreciate that. :-) I was trying to find a way to "soften" the
lights. It is a main light located inside two spheres. Bob Hughes
recommended to set area_lights and I did. But I did not like the results
(they were even brighter). Finally, I had to change the floor., they are
softened -but I did not want to change the floor!. Thanks in advance
Marjorie Graterol
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I may have misunderstood entirely your attempt, which is common when
trying to convey things.
The area_light suggestion I made earlier was so that the light being
emitted from within the sphere would blend shadow/light edges of the
sparsely lit irregular spots on the surrounding floor. Now it sounds to
me like you are looking for a more diffuse (in terms of softer spread)
light and I'm not sure how to go about that. In fact, if so, seems to me
the area lights would do okay for this. The other thing I was thinking
would be to have a filtering of the object texture. Meaning, you now
have a sharp edged texture (spiral with color map of .25 to .25 then to
.75 and .75) and using a more blended color map like:
#declare ariadna = texture {
pigment {
spiral1 12 //was spiral2
turbulence 0.8
//frequency 3
scale 3
color_map { //softer edged color map
[0.225 rgbf <1.0, 1.1, 1.0, 0.0>] //slightly green ???
[0.25 rgbf <1.0, 1.0, 1.0, 0.5>] //added
[0.275 rgbf <1.0, 1.0, 1.0, 1.0>]
[0.725 rgbf <1.0, 1.0, 1.0, 1.0>]
[0.75 rgbf <1.0, 1.0, 1.0, 0.5>] //added
[0.775 rgbf <1.0, 1.0, 1.0, 0.0>]
}
rotate <90,0,0>
}
}
texture {
pigment {
spiral2 12
turbulence 0.8
//frequency 3
scale 3
color_map { //softer edged color map
[0.225 rgbf <1.0, 1.0, 1.0, 0.0>]
[0.25 rgbf <1.0, 1.0, 1.0, 0.5>] //added
[0.275 rgbf <1.0, 1.0, 1.0, 1.0>]
[0.725 rgbf <1.0, 1.0, 1.0, 1.0>]
[0.75 rgbf <1.0, 1.0, 1.0, 0.5>] //added
[0.775 rgbf <1.0, 1.0, 1.0, 0.0>]
}
rotate <0,90,0> }
finish {Dull}
The slight green I take it may be a mistake? I didn't change it.
Anyhow, this might not be anything that your trying to do, in which case
a fail to understand your need. Sorry if so. Maybe Ken will have a
thought eventually.
Pedro Graterol wrote:
>
> Ken wrote in message <36EDD25C.BB8A06BE@pacbell.net>...
>
> >I missed somewhere what the question is. If you would elborate a bit I
> >might be able to offer some help. :)
> >
> The message was sort like this:
> >Is there any way to 'soften' the light
> projected onto the floor? I tried Media, interior and radiosity in global
> settings, but the difference was not relevant.
> > (and )...more lights in order to attenuate the main light, which is inside
> the spheres.
> *Image is in binaries.images. btw , a veeeeery simple and non-important
> exercise*
>
> I would appreciate that. :-) I was trying to find a way to "soften" the
> lights. It is a main light located inside two spheres. Bob Hughes
> recommended to set area_lights and I did. But I did not like the results
> (they were even brighter). Finally, I had to change the floor., they are
> softened -but I did not want to change the floor!. Thanks in advance
>
> Marjorie Graterol
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aolcom?Subject=PoV-News
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Thank you very much for your help. I think it was my way of writing :-)
Bob Hughes wrote in message <36F1C9AC.2F7B35F9@aol.com>...
>I may have misunderstood entirely your attempt, which is common when
>trying to convey things.
You are right, the green is a mistake but, as it happens to me very
frequently, I do not see it is in front of me until someone says so :-)
Thanks for that too (I was wondering "why dear Lord????")
I will continue working in that image piece now.
Marjorie Graterol
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Pedro Graterol wrote:
>
> Thank you very much for your help. I think it was my way of writing :-)
>
> Bob Hughes wrote in message <36F1C9AC.2F7B35F9@aol.com>...
> >I may have misunderstood entirely your attempt, which is common when
> >trying to convey things.
>
> You are right, the green is a mistake but, as it happens to me very
> frequently, I do not see it is in front of me until someone says so :-)
> Thanks for that too (I was wondering "why dear Lord????")
>
> I will continue working in that image piece now.
>
> Marjorie Graterol
Since Bob called me out I will offer one suggestion anyway. A neat
trick for lowering the brightness of a light source with very precise
control is to wrap it in a sphere with a white filtering pigment. If
you use rgbf 1 then the brightness of the light coming from inside
the sphere will be the same. As you gradually lower this the amount
of light that is allowed to pass is reduced. The accuracy of control
comes from the amount of decimal places you can use to specify the
filter value with. Try it, it will work, and then you can tell everybody
that will listen that you heard it here first.
--
Ken Tyler
mailto://tylereng@pacbell.net
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Thanks Bob and Ken! I decided to apply both advises, and I like the result.
I also added some frequency to the texture. I kept the slightly green
because the light is Turquoise. -I am afraid I down-scaled the tiles in the
back cylinder, but that's not so important. The image is in binaries.images
under this same header.
Regards,
Marjorie Graterol
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