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MAX TRACE LEVEL is the key!
Cheap explanation:
Pov returns a black color for every ray that DOES NOT hit some solid object
after it bounces around max_trace_level number of times (eg 5 times) and
THAT is why the ball is opaque. Jaime Vives Piqueres has a file called
"glasswater.pov" on the "Persistance of Ignorance" site www.ignorancia.org
and that helped me immensely.
It's default is 5
Set it to something insanely high like 64 and you'll be laughing!
Check it out:
#version 3.6;
global_settings{assumed_gamma 1.8 max_trace_level 64}
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"
#declare r=10;
#declare rot=<50,-10,0>;
camera
{
angle 40
location<0,0,-r>
rotate rot
look_at<0,1.8,0>
right (image_width/image_height)*x
}
//light_source{<15,25,-25> rgb 1 area_light 3*x 3*z 4 4}
light_source{<15,25,-25> rgb 1}
plane
{
y 0
pigment
{
//rgb 1
checker rgb 1 rgb 0
}
}
#declare tex=texture{pigment{rgb<1,0,0>}finish{specular 0.8 roughness 0.07
reflection 0.3}}
merge
{
difference
{
cone{<0,0,0>0.8<0,1,0>0.3}
cone{<0,-0.01,0>0.7<0,1.01,0>0.2}
}
torus{0.75 0.05 clipped_by{plane{y 0}}}
lathe
{
cubic_spline
5 <1.0,-0.3> <0.3,0><0.2,0.8><0.3,1.5> <0.5,2>
translate<0,1,0>
}
merge
{
difference
{
sphere{0 1}
sphere{0 0.9}
plane{-y 0}
}
torus{0.95 0.05}
difference
{
sphere{0 0.9001}
plane{-y,0.25}
material{texture{pigment{rgbf<1,0.6,0,0.9>}finish{ambient 3 reflection
0.2}}interior{ior 1.3}}
}
scale<1,1.6,1>
translate<0,4,0>
}
//texture{tex}
material
{
texture{pigment{rgbf<1,1,1,0.9>}finish{specular 1 roughness 0.03}}
interior{ior 1.5}
}
translate<0,0.05,0>
}
Just cut and paste and THEN make sense of it.
Captain
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Not sure if it's the thingh that you want...
The code is:
======================================
#version 3.6;
global_settings{assumed_gamma 1.5 max_trace_level 10}
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"
#declare r=10;
#declare rot=<50,-10,0>;
camera
{
angle 40
location<0,0,-r>
rotate rot
look_at<0,1.8,0>
right (image_width/image_height)*x
}
//light_source{<15,25,-25> rgb 1 area_light 3*x 3*z 4 4}
light_source{<15,25,-25> rgb 1}
plane
{
y 0
pigment
{
//rgb 1
checker rgb 1 rgb 0
}
}
#declare tex=texture{pigment{rgb<1,0,0>}finish{specular 0.8 roughness 0.02
reflection 0.1}}
merge
{
difference
{
cone{<0,0,0>0.8<0,1,0>0.3}
cone{<0,-0.01,0>0.7<0,1.01,0>0.2}
}
torus{0.75 0.05 clipped_by{plane{y 0}}}
lathe
{
cubic_spline
5 <1.0,-0.3> <0.3,0><0.2,0.8><0.3,1.5> <0.5,2>
translate<0,1,0>
}
merge
{
difference
{
sphere{0 1}
sphere{0 0.9}
plane{-y 0}
}
torus{0.95 0.05}
difference
{
sphere{0 0.9001}
plane{-y,0.25}
material{texture{pigment{rgbf<1,0.6,0,0.9>}finish{ambient 3 reflection
0.2}}interior{ior 1.3}}
}
scale<1,1.6,1>
translate<0,4,0>
}
//texture{tex}
material
{
texture{pigment{rgbf<1,1,1,0.9>}finish{specular 0.2 roughness 0.03}}
interior{ior 1.3 }
}
translate<0,0.05,0>
}
=======================================
Now is transparent and you can see the checker through the glass.
Best regards,
Oleguer
news:web.41a7a0161bf351e2290632e60@news.povray.org...
> MAX TRACE LEVEL is the key!
>
> Cheap explanation:
> Pov returns a black color for every ray that DOES NOT hit some solid
object
> after it bounces around max_trace_level number of times (eg 5 times) and
> THAT is why the ball is opaque. Jaime Vives Piqueres has a file called
> "glasswater.pov" on the "Persistance of Ignorance" site www.ignorancia.org
> and that helped me immensely.
>
> It's default is 5
> Set it to something insanely high like 64 and you'll be laughing!
>
> Check it out:
>
> #version 3.6;
> global_settings{assumed_gamma 1.8 max_trace_level 64}
>
> #include "colors.inc"
> #include "textures.inc"
> #include "glass.inc"
> #include "metals.inc"
> #include "golds.inc"
> #include "stones.inc"
> #include "woods.inc"
> #include "shapes.inc"
> #include "shapes2.inc"
> #include "functions.inc"
> #include "math.inc"
> #include "transforms.inc"
>
> #declare r=10;
> #declare rot=<50,-10,0>;
> camera
> {
> angle 40
> location<0,0,-r>
> rotate rot
> look_at<0,1.8,0>
> right (image_width/image_height)*x
> }
>
> //light_source{<15,25,-25> rgb 1 area_light 3*x 3*z 4 4}
> light_source{<15,25,-25> rgb 1}
>
> plane
> {
> y 0
> pigment
> {
> //rgb 1
> checker rgb 1 rgb 0
> }
> }
>
> #declare tex=texture{pigment{rgb<1,0,0>}finish{specular 0.8 roughness 0.07
> reflection 0.3}}
>
>
> merge
> {
> difference
> {
> cone{<0,0,0>0.8<0,1,0>0.3}
> cone{<0,-0.01,0>0.7<0,1.01,0>0.2}
> }
> torus{0.75 0.05 clipped_by{plane{y 0}}}
>
> lathe
> {
> cubic_spline
> 5 <1.0,-0.3> <0.3,0><0.2,0.8><0.3,1.5> <0.5,2>
> translate<0,1,0>
> }
>
> merge
> {
> difference
> {
> sphere{0 1}
> sphere{0 0.9}
> plane{-y 0}
> }
> torus{0.95 0.05}
> difference
> {
> sphere{0 0.9001}
> plane{-y,0.25}
> material{texture{pigment{rgbf<1,0.6,0,0.9>}finish{ambient 3 reflection
> 0.2}}interior{ior 1.3}}
> }
> scale<1,1.6,1>
> translate<0,4,0>
> }
>
>
> //texture{tex}
> material
> {
> texture{pigment{rgbf<1,1,1,0.9>}finish{specular 1 roughness 0.03}}
> interior{ior 1.5}
> }
> translate<0,0.05,0>
> }
>
> Just cut and paste and THEN make sense of it.
>
> Captain
>
>
>
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