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//--- povray 3.5 SD file-------------
// the variable casey switches the scene between two scenarios:
// casey=0: a unit radius sphere seen through tiny camera angle;
// casey=1; a "big" sphere seen through a normal camera angle;
#declare casey=0;
//declare casey=1;
#declare sun_radius=array[2]{1,15000};
#declare camera_angle=array[2]{.0009,45};
#declare sun_position= <-0.25, 0.10, 0.83>*150000;
background{rgb 0}
sphere{0, sun_radius[casey]
pigment{rgbft 1}
hollow
interior{
media{
emission 0.75
scattering {1, 0.5}
density { spherical
color_map {
[0.0 rgb <0,0,0.5>]
[0.5 rgb <0.8, 0.8, 0.4>]
[1.0 rgb <1,1,1>]
}
//scale 0.5*sun_radius[casey]
}
}
}
translate sun_position}
camera {
location <0, 10,-50>
look_at sun_position
angle camera_angle[casey]
}
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Greg M. Johnson wrote:
>#declare sun_radius=array[2]{1,15000};
> emission 0.75
> scattering {1, 0.5}
Try:
emission 0.75/sun_radius
scattering {1, 0.5/sun_radius}
This should fix the problem when it's really really big. As far as when
it's really really small and gets all those black pixels, I can't help you
there.
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