POV-Ray : Newsgroups : povray.binaries.scene-files : SEM texture Server Time
2 Sep 2024 06:12:54 EDT (-0400)
  SEM texture (Message 1 to 1 of 1)  
From: John Bradshaw
Subject: SEM texture
Date: 21 Feb 2002 00:58:48
Message: <3c748c98@news.povray.org>
// Persistence of Vision Ray Tracer Scene Description File
// File: .pov
// Vers: 3.5
// Desc: SEM texture
// Date: 2-21-02
// Auth: John Bradshaw

// Obviously I didn't include my meshes (they are tooo big), so you'll have
to substitute another
// object.

#version 3.5;

#include "colors.inc"

global_settings {
 // assumed_gamma 1.0

#declare cam_location= <-3,-1,-7>;
#declare cam_lookat = <0,0,0>;
#declare Col = <.95,1,.95,>;
#declare filter_amount = 0.4;

camera {
  location  cam_location
  direction 1.5*z
  right     x*image_width/image_height
  look_at   cam_lookat

}

light_source {
   0
   color rgb 1
   translate vrotate(cam_location*2,<0,-80,0>)
   parallel
   point_at cam_lookat
   shadowless
}

light_source {
   0
   color rgb 1
   translate -cam_location*2
   parallel
   point_at cam_lookat
}

#declare SEM_T =
   texture {
       pigment {
         slope {cam_lookat-cam_location,0,0.5}
         color_map{
           [0.0 rgb Col*0.05 filter filter_amount]
           [0.5 rgb Col*0.3 filter filter_amount]
           [0.9 rgb Col*1 filter filter_amount]
           [1 rgb Col*2 filter filter_amount]
         }
       }
       finish { diffuse .9 ambient .8 brilliance 1 }
       normal {
          granite 0.2
          warp {turbulence <0.5,0,.25>}
          scale .25
       }
    }

#declare SEM_M = media {scattering{3,1 extinction 5}}

object {neuron4
    texture { SEM_T}
    interior { media {SEM_M} } hollow on
}


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