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See my pic in p.b.images. Here's the code I got:
difference {
merge {
//Grass
plane{<0,1,0>, 0
texture {
pigment {
dents
triangle_wave
color_map {
[0.0 rgb <0.0, 0.4, 0.1>]
[1.0 rgb <0.1, 0.6, 0.2>]
}
}
}
}
//Big Box
box { <-10, -.7,-0.5> <10, .5, 200.5> texture{
T_Grnt18a normal {bumps 0.75 scale 0.015} finish {ambient 0.1 diffuse
0.8} }}
}
//Center Cutout
box { <-9, -.6, 0> <9, .8, 200> texture{ T_Grnt18a normal
{bumps 0.75 scale 0.015} finish {ambient 0.1 diffuse 0.8} }}
}
//Water Area
intersection {
box { <-9, -.6, 0> <9, .8, 200> }
plane{<0,1,0>, .4
material {
texture {
pigment {
color rgbf <.2, .7, .3, .5>
}
finish {
ambient 0.0
diffuse 0.0
reflection {
0.0, 1.0
fresnel on
}
specular 0.8
roughness 0.0003
}
normal {
bozo 0.7
scale 0.15
}
}
interior {
ior 1.3
media {
absorption <0.8, 0.6, 1.0, 0.5>
}
}
}
}// end of plane
}
//End Of Water
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One other thing I just noticed, the tree on the right doesn't cast a
shadow on the water, shouldn't it?
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Brent G <pov### [at] bc-hqcom> wrote in news:3f945faa@news.povray.org:
> See my pic in p.b.images. Here's the code I got:
>...
Does it still look odd if you rewrite
the code for the water like this ?
//Water Area
box {
<-9, -0.6, 0> <9, 0.4, 200>
material {
texture {
pigment { color rgbf <0.2, 0.7, 0.3, 0.5> }
finish {
ambient color rgb <0, 0, 0>
diffuse 0.0
reflection {
0.0, 1.0
fresnel on
}
specular 0.8
roughness 0.0003
}
normal {
bozo 0.7
scale 0.15
}
}
interior {
ior 1.3
media { absorption <0.8, 0.6, 1.0, 0.5> }
}
}
}
//End Of Water
If not then you need to provide a scene with the
camera and lights set up so that the error shows.
Use as simple textures as possble. And do not
include code for the trees ;)
Tor Olav
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>
>
> If not then you need to provide a scene with the
> camera and lights set up so that the error shows.
>
> Use as simple textures as possble. And do not
> include code for the trees ;)
>
>
> Tor Olav
Yup that still shows up
Scene file posted in p.b.scene-files
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Brent G <pov### [at] bc-hqcom> wrote in news:3f946c78$1@news.povray.org:
>>
>>
>> If not then you need to provide a scene with the
>> camera and lights set up so that the error shows.
>>
>> Use as simple textures as possble. And do not
>> include code for the trees ;)
>>
>>
>> Tor Olav
>
> Yup that still shows up
>
> Scene file posted in p.b.scene-files
If you wish for people to spend time trying
to debug your code, you should try to provide
a minimal scene that still shows the problem.
I.e. remove advanced textures, multiple
cameras, the grass, the sky, fog etc.
(While doing all this, one often find the
problematic code.)
Tor Olav
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"Brent G" <pov### [at] bc-hqcom> wrote in message
news:3f945faa@news.povray.org...
> See my pic in p.b.images.
The merge of the plane and box is causing the difference to be ignored for
the lower part of the "center" cut away box. Although I'm not certain why
the appearance manifests itself in the way it does.
Shadowing needs a light-diffusing surface or subsurface, so to get one for
the water you'll either need to raise diffuse or add scattering to the
media. BTW, you forgot 'hollow' for the water box.
Here's a working example.
difference {
//Grass
plane{<0,1,0>, 0
texture {
pigment {
dents
triangle_wave
color_map {
[0.0 rgb <0.0, 0.4, 0.1>]
[1.0 rgb <0.1, 0.6, 0.2>]
}
}
}
}
//Big Box
box { <-10, -.7,-0.5> <10, .5, 200.5>
texture{ pigment {rgb <1,0,0>}
normal {bumps 0.75 scale 0.015}
finish {ambient 0.1 diffuse 0.8} }}
}
difference {
//Big Box
box { <-10, -.7,-0.5> <10, .5, 200.5>
texture{ pigment {rgb <0,0,1>}
normal {bumps 0.75 scale 0.015}
finish {ambient 0.1 diffuse 0.8} }}
//Center Cutout
box { <-9, -.6, 0> <9, .8, 200>
texture{ pigment {rgb <1,1,0>}
normal {bumps 0.75 scale 0.015}
finish {ambient 0.1 diffuse 0.8} }}
}
//Water Area
box {
<-9, -0.6, 0.001> <9, 0.4, 199.9>
material {
texture {
pigment { color rgbf <0.2, 0.7, 0.3, 0.5> }
finish {
ambient color rgb <0, 0, 0>
diffuse 0
reflection {
0.0, 1.0
fresnel on
}
specular 0.8
roughness 0.0003
}
normal {
bozo 0.7
scale 0.15
}
}
interior {
ior 1.3
media { absorption <0.8, 0.6, 1.0> // filter value wasn't needed here
scattering {2,10} density {rgb 10} // example for visible shadow
(extreme, yeah)
}
}
}
hollow
}
sphere {<5,5,5>,3 pigment {rgb 1}} // shadow maker
// END
Hopefully there's still an explanation about the odd missing corners of a
merging plane and box but it eludes me at the moment. Too bad this other way
isn't as short.
--
Bob H.
http://www.3digitaleyes.com
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Tor Olav Kristensen wrote:
> Brent G <pov### [at] bc-hqcom> wrote in news:3f946c78$1@news.povray.org:
>
>
>>>
>>>If not then you need to provide a scene with the
>>>camera and lights set up so that the error shows.
>>>
>>>Use as simple textures as possble. And do not
>>>include code for the trees ;)
>>>
>>>
>>>Tor Olav
>>
>>Yup that still shows up
>>
>>Scene file posted in p.b.scene-files
>
>
> If you wish for people to spend time trying
> to debug your code, you should try to provide
> a minimal scene that still shows the problem.
>
> I.e. remove advanced textures, multiple
> cameras, the grass, the sky, fog etc.
>
> (While doing all this, one often find the
> problematic code.)
>
Well I apologize for the advanced textures, but I must digress about the
rest, IF I DONT KNOW WHAT THE PROBLEM IS, HOW CAN I KNOW IF I CAN TAKE
IT OUT OR NOT?
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Brent G wrote:
> Tor Olav Kristensen wrote:
>
>> Brent G <pov### [at] bc-hqcom> wrote in news:3f946c78$1@news.povray.org:
>>
>>
>>>>
>>>> If not then you need to provide a scene with the
>>>> camera and lights set up so that the error shows.
>>>>
>>>> Use as simple textures as possble. And do not
>>>> include code for the trees ;)
>>>>
>>>>
>>>> Tor Olav
>>>
>>>
>>> Yup that still shows up
>>>
>>> Scene file posted in p.b.scene-files
>>
>>
>>
>> If you wish for people to spend time trying
>> to debug your code, you should try to provide
>> a minimal scene that still shows the problem.
>>
>> I.e. remove advanced textures, multiple
>> cameras, the grass, the sky, fog etc.
>>
>> (While doing all this, one often find the
>> problematic code.)
>>
>
> Well I apologize for the advanced textures, but I must digress about the
> rest, IF I DONT KNOW WHAT THE PROBLEM IS, HOW CAN I KNOW IF I CAN TAKE
> IT OUT OR NOT?
>
Err: s/advanced textures/multiple cameras/ig; it's late :-(
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In article <3f94a949@news.povray.org>, Brent G <pov### [at] bc-hqcom>
wrote:
> Well I apologize for the advanced textures, but I must digress about the
> rest, IF I DONT KNOW WHAT THE PROBLEM IS, HOW CAN I KNOW IF I CAN TAKE
> IT OUT OR NOT?
If it disappears, you took it out. If it doesn't, it's still there.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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Christopher James Huff wrote:
> In article <3f94a949@news.povray.org>, Brent G <pov### [at] bc-hqcom>
> wrote:
>
>
>>Well I apologize for the advanced textures, but I must digress about the
>>rest, IF I DONT KNOW WHAT THE PROBLEM IS, HOW CAN I KNOW IF I CAN TAKE
>>IT OUT OR NOT?
>
>
> If it disappears, you took it out. If it doesn't, it's still there.
>
I apologize for that last outburst :-( it's been a very stressfull day.
I'm looking the difference and merge parts :-/
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