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//Here is a Glow object, with 3 differents densities, spherical, boxed,
cylindrical.
//Is it possible to get an object like Torus_glow,Text_glow,
everything_glow etc
//Thanks a lot
//Friendly
//Sylvain
// GLOW001
#declare toto= 0.5/0.1 ;
union {//Start
#macro Glowc(GlowColor, Scale, FadeDistance, FadePower) // From Warp
sphere { 0, 1
hollow
no_shadow
pigment { rgbft <1,1,1,0,1> }
interior { media
{ emission 1/Scale
density {
///////////////////////////////////////////////////////
//Here is 3 ways. How to get torus form ? etc...
//spherical
boxed
//cylindrical
/////////////////////////////////////////
density_map
{ [0 rgb 0]
[0.3 rgb 0] //couronne
[0.5 rgb GlowColor*.5/toto]
[1 rgb GlowColor*1]
}
warp {turbulence <0,0,0> octaves 4 omega 0.3 lambda 3}
} scale 1
samples 1,1
intervals 1
confidence 0.1
method 3
}
}
scale Scale
}
#end
object {Glowc(<1,1,1>*1*1, 1 ,6,2 )}
scale <1,1,1>
rotate <0,0,0>
translate <0,0,0>
}//end GLOW
//
// ******** OBJECTS *******
//
box { <-1, -1, -1>, <1, 1, 1> pigment {color rgb <1,1,1>}
hollow
scale <7.234578, 15.856436, 13.15844>
translate <-4.549722, -9.695265, 12.010537>
}
camera { // Camera Camera01
location < -2.524, -10.435, 2.208>
sky < 0.00000, 0.00000, 1.00000> // Use right
handed-system
up < 0.0, 0.0, 1.0> // Where Z is up
right < 1.33811, 0.0, 0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
angle 17.86818 // Vertical 13.401
look_at < 0.039, -0.151, 0.036>
}
light_source { // Light001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
photons {
}
translate <0.984692, -14.212549, 19.073553>
}
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leseur sylvain nous apporta ses lumieres ainsi en ce 18/06/2004 02:09... :
>//Here is a Glow object, with 3 differents densities, spherical, boxed,
>cylindrical.
>//Is it possible to get an object like Torus_glow,Text_glow,
>everything_glow etc
>//Thanks a lot
>//Friendly
>//Sylvain
>
>
>// GLOW001
>#declare toto= 0.5/0.1 ;
>union {//Start
>#macro Glowc(GlowColor, Scale, FadeDistance, FadePower) // From Warp
>
> // sphere { 0, 1
>
>
//Use a torus as a container:
torus{.5, .25
> hollow
> no_shadow
> pigment { rgbft <1,1,1,0,1> }
> interior { media
> { emission 1/Scale
> density {
>
>///////////////////////////////////////////////////////
> //Here is 3 ways. How to get torus form ? etc...
>
>//spherical
>//boxed
>//cylindrical
>
>
wood rotate 90*x
>/////////////////////////////////////////
>
> density_map
> { [0 rgb 0]
> [0.3 rgb 0] //couronne
> [0.5 rgb GlowColor*.5/toto]
> [1 rgb GlowColor*1]
> }
> warp {turbulence <0,0,0> octaves 4 omega 0.3 lambda 3}
> } scale 1
> samples 1,1
> intervals 1
> confidence 0.1
> method 3
> }
> }
> scale Scale
> }
>#end
>
>object {Glowc(<1,1,1>*1*1, 1 ,6,2 )}
>scale <1,1,1>
>rotate <0,0,0>
>translate <0,0,0>
>}//end GLOW
>
>
>
>
>
>
>
>
>
>//
>// ******** OBJECTS *******
>//
>
>box { <-1, -1, -1>, <1, 1, 1> pigment {color rgb <1,1,1>}
> hollow
> scale <7.234578, 15.856436, 13.15844>
> translate <-4.549722, -9.695265, 12.010537>
>}
>
>camera { // Camera Camera01
> location < -2.524, -10.435, 2.208>
> sky < 0.00000, 0.00000, 1.00000> // Use right
>handed-system
> up < 0.0, 0.0, 1.0> // Where Z is up
> right < 1.33811, 0.0, 0.0> // Right Vector is
>adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
>ratio
> angle 17.86818 // Vertical 13.401
> look_at < 0.039, -0.151, 0.036>
>}
>
>
>light_source { // Light001
> <0.0, 0.0, 0.0>
> color rgb <1.000, 1.000, 1.000>
> photons {
> }
> translate <0.984692, -14.212549, 19.073553>
>}
>
>
>
>
>
There are other ways to have some pattern in a media.
If you want a toroidal media, use a torus as a container. I've tested
that with a wood pigment as a density pattern and the result is interesting.
In fact, you can use just about any pigment pattern as a base for your
density.
Alain
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> There are other ways to have some pattern in a media.
> If you want a toroidal media, use a torus as a container. I've tested
> that with a wood pigment as a density pattern and the result is
interesting.
> In fact, you can use just about any pigment pattern as a base for your
> density.
>
> Alain
Ok thanks a lot...
But i'm not able to build this kind of pattern can you give me a exemple ?
And for the "text/glow" do you have an idea?
Thanks again
friendly
Sylvain
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leseur sylvain nous apporta ses lumieres ainsi en ce 18/06/2004 09:46... :
>>There are other ways to have some pattern in a media.
>>If you want a toroidal media, use a torus as a container. I've tested
>>that with a wood pigment as a density pattern and the result is
>>
>>
>interesting.
>
>
>>In fact, you can use just about any pigment pattern as a base for your
>>density.
>>
>>Alain
>>
>>
>
>Ok thanks a lot...
>But i'm not able to build this kind of pattern can you give me a exemple ?
>And for the "text/glow" do you have an idea?
>Thanks again
>friendly
>Sylvain
>
>
>
>
In your sample scene, change your containing sphere to: torus{.5, .25...
Comment out boxed, spherical and cylindrical.
Add: wood rotate 90*x
Thats all!
You may try granite with this density_map:
[.75 rgb 0]// Mostly empty
[.9 rgb 5]// but with some high density spots
For the text, give it a transparent pigment: pigment{rgbt 1}
Then give it an unpatterned media. It will look like:
interior{media{emission 1 density{ rgb 1}}}}
That media will probably have to have a high density.
Alain
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Thanks again again. I try that
Friendly Sylvain
> In your sample scene, change your containing sphere to: torus{.5, .25...
> Comment out boxed, spherical and cylindrical.
> Add: wood rotate 90*x
> Thats all!
> You may try granite with this density_map:
> [.75 rgb 0]// Mostly empty
> [.9 rgb 5]// but with some high density spots
>
> For the text, give it a transparent pigment: pigment{rgbt 1}
> Then give it an unpatterned media. It will look like:
> interior{media{emission 1 density{ rgb 1}}}}
> That media will probably have to have a high density.
>
> Alain
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leseur sylvain nous apporta ses lumieres ainsi en ce 18/06/2004 10:12... :
>Thanks again again. I try that
>Friendly Sylvain
>
>
>
>
>>In your sample scene, change your containing sphere to: torus{.5, .25...
>>Comment out boxed, spherical and cylindrical.
>>Add: wood rotate 90*x
>>Thats all!
>>You may try granite with this density_map:
>>
>>
Scale the pigment by .5 give something more interesting.
>>[.75 rgb 0]// Mostly empty
>>[.9 rgb 5]// but with some high density spots
>>
>>For the text, give it a transparent pigment: pigment{rgbt 1}
>>Then give it an unpatterned media. It will look like:
>>interior{media{emission 1 density{ rgb 1}}}}
>>That media will probably have to have a high density.
>>
>>Alain
>>
>>
>
>
>
>
One more experiment you may try:
crackle scale .4
density_map{[.01 rgb 2][.12 rgb 0][.7 rgb 0][.9 rgb<2,0,0>]
An irregular 3D latice with some red fuzy spots
Alain
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That's working!
Thanks a lot. Now i "work" on text.
If you haves tips, no troubles i take then.
Friendly
Sylvain
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Could you please stop quoting the entire original article when it's not
necessary?
Just quote the *relevant* part of the original article (or nothing at
all if there isn't any specific short relevant part you are answering to
but you are answering to the original article as a whole).
Quoting the entire original article and answering at the end just
makes it more difficult to find your answer and wastes valuable server
space and bandwidth for no good reason.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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Warp nous apporta ses lumieres ainsi en ce 18/06/2004 18:32... :
Sory, I forgot to snip
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