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I do like a wee dram but I noticed that when I turned on photons the
whisky colour of the shadow went. I have posted an image in p.b.i
illustrating the problem. I've also appended an almost minimal scene
below. It was modelled in Moray for those of you that don't recognise
the coordinate system.
The leftmost glass has photons {pass_through} to simulate not using
photons.
Any help appreciated.
/////////////////////////////// Start Scene
default {
texture {
pigment { rgb <1,0,0> }
}
}
global_settings {
adc_bailout 0.003922
ambient_light <1.0,1.0,1.0>
assumed_gamma 2.2
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 100
number_of_waves 10
noise_generator 2
charset ascii
photons {
adc_bailout 0.01
spacing 0.1
gather 40, 200
media 0, 1.0
jitter 0.4
max_trace_level 10
autostop 0.5
radius 0.0
expand_thresholds 0.2, 35.0
}
}
background { color <0.000,0.000,0.000> }
camera { // Camera Camera01
location < 15.746, -417.091, 207.490>
sky < 0.00000, 0.00000, 1.00000> // Use right
handed-system
up < 0.0, 0.0, 1.0> // Where Z is up
right < 1.62966, 0.0, 0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray)
aspect ratio
angle 33.96215 // Vertical 21.226
look_at < 2.752, -45.279, 2.064>
}
//
// ******* L I G H T S *******
//
light_source { // Light001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
photons {
reflection on
refraction on
}
translate <327.54937, 375.867022, 207.551865>
}
//
// ******** MATERIALS *******
//
#declare Checkered_1 =
material // Checkered_1
{
texture
{
pigment
{
checker
color rgb <0.752941, 0.752941, 0.752941>
color rgb <0.878431, 0.878431, 0.878431>
}
finish
{
ambient 0.1
}
scale 6.0
}
}
#declare SMcA_Glass =
material // SMcA_Glass
{
texture
{
pigment
{
color rgbf <0.972549, 0.972549, 0.972549, 0.95>
}
finish
{
ambient 0.0
diffuse 0.2
phong 0.187033
specular 0.050333
roughness 0.7293
reflection
{
0.0294 , 0.07
fresnel off
falloff 1.0
exponent 1.0
metallic 0.0
}
}
}
interior
{
ior 1.5
}
}
#declare SMcA_Whisky_Txt =
material // SMcA_Whisky_Txt
{
texture
{
pigment
{
color rgbf <0.976471, 0.909804, 0.643137, 1.0>
}
finish
{
ambient 0.043133
diffuse 0.0
phong_size 18.54
specular 0.223
roughness 0.001
conserve_energy
reflection
{
0.0686 , 0.245067
fresnel off
falloff 1.0
exponent 1.0
metallic 0.0
}
}
}
interior
{
ior 1.2
caustics 1.0
}
}
#declare White_1 =
material // White_1
{
texture
{
pigment
{
color rgb <1.0, 1.0, 1.0>
}
finish
{
ambient 0.510767
}
}
}
//
// ******** REFERENCED OBJECTS *******
//
#declare Whisky_Glass01 = difference {
cone { // Cone004
<0,0,0>, 0.75, <0,0,1>, 1.0
photons {
collect off
}
scale <2.389483, 2.389483, 3.825727>
}
cone { // Cone005
<0,0,0>, 0.75, <0,0,1>, 1.0
photons {
collect off
}
scale <2.278917, 2.278917, 3.648704>
translate 0.429522*z
}
material {
SMcA_Glass
}
photons {
collect off
}
}
#declare Whisky_Glass_Whisky01 = difference {
cone { // Cone006
<0,0,0>, 0.748, <0,0,1>, 0.998
photons {
collect off
}
scale <2.278917, 2.278917, 3.648704>
translate 0.429522*z
}
box { // Cube034
<-1, -1, -1>, <1, 1, 1>
photons {
collect off
}
scale <2.647984, 2.634917, 0.975282>
translate <-0.049435, 0.0, 3.559332>
}
material {
SMcA_Whisky_Txt
}
photons {
collect off
}
}
#declare Glass_and_Whisky01 = union { // Glass_and_Whisky01
object { Whisky_Glass01 }
object { Whisky_Glass_Whisky01 }
photons {
target 1.0
reflection on
refraction on
collect off
}
scale 8.520488
translate <55.755095, 32.143165, 0.024>
}
//
// ******** OBJECTS *******
//
object { // Glass_and_Whisky02 -> Glass and Whisky01
Glass_and_Whisky01
photons {
pass_through
}
rotate <0.0, 0.0, 0.0>
translate <-62.452721, -2.465239, 0.0>
}
box { // Page
<-1, -1, -1>, <1, 1, 1>
material {
White_1
}
scale <84.0, 118.800003, 0.02>
translate 0.023133*z
}
plane { // Plane001
z,0
material {
Checkered_1
}
translate -0.01*z
}
object { Glass_and_Whisky01 }
/////////////////////////////// End Scene
Regards
Stephen
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