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Dear NG,
I have a pov file that was made by an old version of PovRay (version 3.0)
that I got from the net. I wanted to render it in my PovRay 3.5 and this
pov code uses "halo" which has already been removed from the new povray. I
tried replacing things with media and interior stuffs, but I don't seem to
get the right scene (See
http://xlcus.com/povray/sunset/sunset-0640x0480.jpg)
I basically cannot translate this code into 3.5 ...
sphere {<0, 0, 0>, 2
pigment {color rgbt<1, 1, 1, 1>}
halo {
emitting
spherical_mapping
linear
color_map {
[ 0.00 color rgbt<0.70, 0.45, 0.00, 1.0> ]
[ 0.82 color rgbt<1.00, 0.70, 0.00,-0.5> ]
[ 0.84 color rgbt<1.00, 1.00, 0.50, -1> ]
[ 1.00 color rgbt<1.00, 1.00, 1.00, -1> ]
}
scale 0.5
samples 10
}
hollow
scale <3000, 3000, 2000>
translate<0, 300, 3000>
}
This is supposed to be the sun and the atmosphere in the code. The entire
code is available in the website where I took it
http://xlcus.com/povray/sunset/sunset.pov
I liked the sunset here. Does anyone know of other nice sunset/sunrise
codes? (I prefer sunrise in most cases)
Thanks in advance.
Sincerely,
Jose Capco
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I got a more or less similar effect (not identical, but I suppose
acceptable) by converting it to an emitting media and tuning the
density colors until it looked similar:
sphere {<0, 0, 0>, 2
pigment {color rgbt<1, 1, 1, 1>}
interior
{ media
{ emission .0001
density
{ spherical density_map
{
[ 0.00 color rgb<0.70, 0.45, 0.00>*.2 ]
[ 0.82 color rgb<1.00, 0.70, 0.00> ]
[ 0.84 color rgb<1.00, 1.00, 0.50> ]
[ 1.00 color rgb<1.00, 1.00, 1.00>*30 ]
}
}
scale 0.5
}
}
hollow
scale <3000, 3000, 2000>
translate<0, 300, 3000>
}
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
Post a reply to this message
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Warp <war### [at] tagpovrayorg> wrote:
> I got a more or less similar effect (not identical, but I suppose
> acceptable) by converting it to an emitting media and tuning the
> density colors until it looked similar:
>
> sphere {<0, 0, 0>, 2
> pigment {color rgbt<1, 1, 1, 1>}
> interior
> { media
> { emission .0001
> density
> { spherical density_map
> {
> [ 0.00 color rgb<0.70, 0.45, 0.00>*.2 ]
> [ 0.82 color rgb<1.00, 0.70, 0.00> ]
> [ 0.84 color rgb<1.00, 1.00, 0.50> ]
> [ 1.00 color rgb<1.00, 1.00, 1.00>*30 ]
> }
> }
> scale 0.5
> }
> }
> hollow
> scale <3000, 3000, 2000>
> translate<0, 300, 3000>
> }
>
Oh, I wonder why one should tune the density map (I missed that part.. I
just put down the raw code with the same density map). Thanks, I'll try it
once I reach home. Is using density_map different from the color_map (I
think one can have color_map inside the density .. anyway I'll take a look
at pov documentation at home, I'm just not very used to working with media)
Sincerely,
Jose Capco
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