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> Is there still some possibility to add depth.pov into this?
The easiest and more flexible way would probably to just use a texture with
deptch-cueing.
What you do is use the spherical pigment and apply an appropriate color_map
to it. The only things it needs is the location of the camera. Here's the
code you'd need for that:
#declare Camera_Location = <0,0,0>;
#declare Depth_MaxDistance = 10;
#declare Depth_MinDistance = 0;
#declare Depth_MaxColor = <0,0,0>;
#declare Depth_MinColor = <1,1,1>;
#declare Depth_Pigment=
pigment{spherical
scale Depth_MaxDistance
color_map{
[0 rgb Depth_MinColor]
#if (Depth_MinDistance) [Depth_MinDistance/Depth_MaxDistance rgb
Depth_MinColor] #end
[1 rgb Depth_MaxColor]
}
translate Camera_Location
}
Then, to match the background color to the furthest depth, just use
background{rgb Depth_MaxDistance}
Just apply the pigment to the object/molecule AFTER the parts have been
moved into place, otherwise the texture will get moved as well, which
destroys the effect it's trying to achieve.
Hope that helps!
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
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