|
|
Okay, here is a test file. The sky renders with horizantal bands that are
subtle but definite, at least on my system.
-------------------------------------------------------
/*
//Test file to show banded graduations in background
*/
#include "colors.inc"
#include "textures.inc"
/*original camera */
camera {
ultra_wide_angle
location < -0, -0.9, -8 >
angle 60
look_at < 0, 0.0, 0.0 >
}
// Create an infinite sphere around scene and allow any texture on it
sky_sphere
{
pigment
{
gradient y
color_map { [0.0 color rgb <0.0,0.0,0.3>] [1.0 color blue 0.5] }
}
}
//groundfog
fog
{
fog_type 2
distance 15
color rgb <0.5, 0.3, 0.2> //pollution color
fog_offset 0.1
fog_alt 0.01
turbulence 0.8
}
//regular fog
fog
{
fog_type 1
distance 2000
color <.0, .0, .05>
}
// overhead light
light_source
{
0*x
color red 1.0 green 1.0 blue 1.0
translate <100, 500, 100>
}
plane { <0, 1, 0>, -1//ground
texture { Jade
}
rotate <0,0,0>
}
//the two little spheres
union {
blob {
threshold 0.6
sphere {<0,0,0> 1, 1 scale <15,15,15> rotate <0,0,0> translate
<-15,0,-3>}
sphere {<0,0,0> 1, 1 scale <10,10,10> rotate <0,0,0> translate
<16,0,-4>}
texture {Blood_Marble}
rotate <0,45,0>
scale <.02, .02, .02,>
translate <2, -.9, 8>
}
}
--------------------------------------------------------
Thanks for looking at this. I'm new at ray-tracing (obviously), but
although the learning curve is steep, it sure is fun!
Post a reply to this message
|
|