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// read in .general
camera {
location <0,8,-9> look_at -y*6 angle 70
}
box { -10,+10 inverse pigment { checker rgb .85 rgb 1 } finish { diffuse .97 } }
plane { y,-9.99 pigment { rgb 1 } finish { diffuse .96 } }
global_settings {
radiosity { media on }
photons {
count 100*1000
media 100
}
}
// == LEFT - simple
#local Tr=-x*6;
#local P=<0, 2,0>+Tr;
#local T=<0,-10,0>+Tr;
sphere { P .2 finish { ambient 1 } pigment{rgb 1} no_shadow }
sphere { T .2 pigment{rgb y} }
light_source {
P rgb 1
spotlight point_at T radius 10 falloff 10+5
}
box { -.4,+.4 pigment { rgb x } translate <0,-2,0> translate Tr }
// == glass +normal + PHOTONS
#local Tr=+x*0;
#local P=<0, 2,0>+Tr;
#local T=<0,-10,0>+Tr;
sphere { P .2 finish { ambient 1 } pigment{rgb 1} no_shadow }
sphere { T .2 pigment{rgb y} }
light_source {
P rgb 1
spotlight point_at T radius 10 falloff 10+5
media_interaction
media_attenuation
photons { reflection on refraction on }
}
box { -.7,+.7 scale <1,.2,1>
pigment { rgbf .99 }
finish { reflection .2 specular .9 roughness 0.02 }
interior { ior 1.3 }
normal { bozo scale .4 }
translate <0,-1,0> translate Tr
photons { refraction on target on }
}
// == glass +normal + PHOTONS + dispersion
#local Tr=+x*6;
#local P=<0, 2,0>+Tr;
#local T=<0,-10,0>+Tr;
sphere { P .2 finish { ambient 1 } pigment{rgb 1} no_shadow }
sphere { T .2 pigment{rgb y} }
light_source {
P rgb 1
spotlight point_at T radius 10 falloff 10+5
}
box { -.7,+.7 scale <1,.2,1>
pigment { rgbf .99 }
finish { reflection .2 specular .9 roughness 0.02 }
interior {
ior 1.3
dispersion 1.04 dispersion_samples 20
}
normal { bozo scale .4 }
translate <0,-1,0> translate Tr
photons { refraction on target on }
}
// --- media ---
media {
scattering { 1 rgb .3 extinction .1 }
samples 1000
}
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