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Group:
I am trying to make a glass box to enclose my terrain height map object.
I use two glass cubes and make a CSG object and use the difference.
The result is that the glass really distorts the mountain object inside it
and it lowers the overall impact.
Is there a way to make a glass cover that does not distort its contents, so
you just seen shiny glass and not all the internal distortion.
Thanks in advance for shedding any light on this for me :)
Mitch
-----
// Persistence of Vision Raytracer V3.1
// World definition file.
//
// Contains 3 lights, 12 materials and 11 primitives.
//
// This file was generated for POV-Ray V3.1 by
// Moray V3.3a For Windows Copyright (c) 1993-2001 Lutz + Kretzschmar
//
// Date : 01/10/2002 (10.01.2002)
//
/* // Scene Comment
This scene was created with Moray V3.3a For Windows.
*/ // End Scene Comment
global_settings {
adc_bailout 0.003922
ambient_light <1.0,1.0,1.0>
assumed_gamma 1.9
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 10
number_of_waves 10
}
background { color <0.000,0.000,0.000> }
camera { // Camera Camera01
location < 1028.694, -992.172, 449.995>
sky < 0.00000, 0.00000, 1.00000> // Use right
handed-system
up < 0.0, 0.0, 1.0> // Where Z is up
right < 1.35179, 0.0, 0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
angle 34.59700 // Vertical 25.948
look_at < 54.180, -49.953, 4.341>
}
// Other cameras are commented out.
/*
camera { // Camera SpotCam001
location < 729.067, -192.330, -61.058> // Attached to
Spotlight001
sky < 0.00000, 0.00000, 1.00000> // Use right
handed-system
up < 0.0, 0.0, 1.0> // Where Z is up
right < 1.37972, 0.0, 0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
angle 53.27389 // Vertical 39.955
look_at < 490.186, -193.317, -62.880> // Following
Spotlight001
}
*/
//
// ******* L I G H T S *******
//
light_source { // Spotlight Spotlight001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
spotlight
point_at <0.0, 0.0, -2.000>
falloff 20.615 // outer radius (in deg)
radius 10.356 // inner radius
tightness 1.387
scale <90.494003, -255.016724, 238.889862>
rotate <-251.658951, -268.61087, -251.427094>
translate <729.066792, -192.329781, -61.057676>
}
light_source { // Arealight Arealight001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
area_light <2.000, 0.000, 0.000>, <0.000, 2.000, 0.000>, 3, 3
adaptive 1
jitter
scale 167.608353
translate <5.826545, -57.846504, 171.319905>
}
light_source { // Light001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
scale 6.955595
translate <215.112179, -214.486228, 99.536085>
}
//
// ******** MATERIALS *******
//
#include "mttamtable2.inc"
//
// ******** REFERENCED OBJECTS *******
//
//
// ******** OBJECTS *******
//
difference { // cover_master
box { // cover_outside
<-1, -1, -1>, <1, 1, 1>
material {
Glass_1
}
scale <-249.562454, -323.243469, -46.517822>
rotate -180.0*z
translate <-12.285776, 39.706477, -1.646869>
}
box { // cover_inside
<-1, -1, -1>, <1, 1, 1>
material {
Glass_1
}
scale <-243.759888, -315.727753, -45.436237>
rotate -180.0*z
translate <-13.114714, 39.706477, -5.79156>
}
material {
Glass_1
}
}
text { // MtTamalpais
ttf "C:\WINNT\Fonts\Ariblk.ttf",
"Mt Tamalpais",
1.0, // Depth
<0.0, 0.0, 0.0> // Offset
material {
PDB_Tex_CG
}
scale <28.110615, 28.314674, 7.156415>
rotate <90.0, -0.4496, 89.985313>
translate <273.703176, -301.308515, -77.868465>
}
difference { // CSG001
box { // base
<-1, -1, -1>, <1, 1, 1>
material {
pop_wood
}
scale <-292.466003, -375.171814, -15.374308>
rotate -180.0*z
translate <-15.685786, 38.13311, -65.559882>
}
box { // inside_base
<-1, -1, -1>, <1, 1, 1>
material {
pop_wood
}
scale <-242.609192, -312.308899, -9.420569>
rotate -180.0*z
translate <-13.304292, 38.13311, -52.461662>
}
material {
Maple
}
translate -4.058934*z
}
box { // table
<-1, -1, -1>, <1, 1, 1>
material {
DMFWood4
}
scale <582.428162, 887.263733, 5.445363>
translate <-10.922797, 38.13311, -90.99404>
}
box { // sky
<-1, -1, -1>, <1, 1, 1>
material {
Light_Clouds
}
scale 1981.290649
}
object { // HgtFld001
height_field {
tga "C:\_My Documents\solid terrain modeling\mtTam Height.tga"
water_level 0.001
smooth
}
rotate <-90, 0, 0> // Turn onto XY plane. Now points along -Z
scale < 2, 2,-2> // Scale to Cube size. Now points along +Z
translate < -1,-1,-1> // Center around origin
material {
mtTam_Color_Map
scale <2.001502, 2.001009, 1.0>
translate <-1.001253, -1.000302, -0.987980>
}
scale <233.633926, 300.57309, 33.389656>
translate <-11.717504, 38.220091, -28.279904>
}
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