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The glass has a form of cylinder and the refraction index 1.33(ior 1.33).
How to create a beam inside it?
Thanks.
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"Ziyan" <beg### [at] hotmailcom> wrote in message
news:web.428f5bf3650d078490ff0fdd0@news.povray.org...
> The glass has a form of cylinder and the refraction index 1.33(ior 1.33).
> How to create a beam inside it?
Add 'media' for the light beam to interact with the object. Maybe something
like the following:
global_settings {
assumed_gamma 1.0
}
cylinder {
0, 2*y, 1
hollow // must be hollow
pigment {
rgbt 0.9 // not entirely transparent
}
interior {
ior 1.33
media {
scattering {
1, 1.5 // isotropic type, and amount of scatter
extinction 0.5 // fades out if >0
}
}
}
}
light_source {
<1,9,1>, 1
cylinder // for the "beam" appearance, otherwise use 'spotlight'
point_at <0,0,0>
radius 0.1
falloff 0.2
}
camera {
location <0,1,-4>
look_at y
}
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Thank you very much.
Then how could I create a beam through a piece glass? I mean the length of
beam langer than that of glass. The beam inside and outside of glass should
be all visible.
Could you help me?
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On Sat, 21 May 2005 19:13:53 EDT, "Ziyan" <beg### [at] hotmailcom>
wrote:
>Then how could I create a beam through a piece glass? I mean the length of
>beam langer than that of glass. The beam inside and outside of glass should
>be all visible.
>
>Could you help me?
>
Surround the cylinder with a box that has scattering media, use
photons. Look at optics.pov in the sample scenes.
Regards
Stephen
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then I created a beam like that
light_source {<0, 0, 68>
color rgb < 1.2, 1, 1.5>
cylinder
point_at <0,0,-68>
photons {refraction on reflection on}
translate <-27.5,-0.25,0>
}
cylinder{<0,0,-68>, < 0, 0, 68>,0.5
hollow
texture {pigment {color rgbf 1}}
interior {
media {
scattering {1, color Red extinction 0}
method 3
intervals 1 samples 4}}
photons {target}
translate -27.5*x
}
// to pass through the object
#declare A = merge {object{cylinder {-65*z,65*z,0.4}}
object{box {<-0.4,-0.25,-65>,<0.4,0.25,65>}
translate 0.25*y }}
object {A
translate <-27.5,0,0>
hollow
pigment {
color rgbf 0.7}
interior {
ior 1.55
media {
scattering {1, 1.5
extinction 0.5
}}}}
but nothing happens.....and even a Merge has separated surface.
Stephen McAvoy <mca### [at] aolcom> wrote:
> On Sat, 21 May 2005 19:13:53 EDT, "Ziyan" <beg### [at] hotmailcom>
> wrote:
>
> >Then how could I create a beam through a piece glass? I mean the length of
> >beam langer than that of glass. The beam inside and outside of glass should
> >be all visible.
> >
> >Could you help me?
> >
>
> Surround the cylinder with a box that has scattering media, use
> photons. Look at optics.pov in the sample scenes.
>
>
>
> Regards
> Stephen
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On Sat, 21 May 2005 19:41:36 EDT, "Ziyan" <beg### [at] hotmailcom>
wrote:
>but nothing happens.....and even a Merge has separated surface.
/*
I did a quick scene in Moray so look out for different coordinate
system. (Z is up) I hope this helps.
BTW I am not renowned for my textures or media.
*/
default {
texture {
pigment { rgb <1,0,0> }
}
}
#declare Checkered_1 =
material // Checkered_1
{
texture
{
pigment
{
checker
color rgb <0.882353, 0.882353, 0.882353>
color rgb <0.952941, 0.952941, 0.952941>
}
finish
{
ambient 0.1
}
scale 6.0
}
}
#declare Scattering =
material // Scattering
{
texture
{
pigment
{
color rgbt <0.531233, 0.531233, 0.531233, 1.0>
}
}
interior
{
media // MyAtmosphere_1_1
{
variance 1.0/128.205128
scattering
{
1 , rgbt <0.03, 0.03, 0.03, 1.0> // isotropic
scattering
extinction 0.25
}
}
}
}
#declare Scattering_1 =
material // Scattering_1
{
texture
{
pigment
{
color rgbt <0.0, 0.0, 0.0, 1.0>
}
}
interior
{
ior 1.3
media // MyAtmosphere_1_1_1
{
variance 1.0/128.205128
scattering
{
1 , rgbt <1.0, 1.0, 0.0, 1.0> // isotropic scattering
extinction 0.25
}
}
}
}
global_settings {
adc_bailout 0.003922
ambient_light <1.0,1.0,1.0>
assumed_gamma 1.9
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 10
number_of_waves 10
noise_generator 2
charset ascii
photons {
adc_bailout 0.01
spacing 1.0
gather 20, 100
media 0, 1.0
jitter 0.4
max_trace_level 5
autostop 0.5
radius 0.0
expand_thresholds 0.2, 35.0
}
}
background { color <0.000,0.000,0.000> }
camera { // Camera Camera01
location < 0.059, -12.191, 4.009>
sky < 0.00000, 0.00000, 1.00000> // Use right
handed-system
up < 0.0, 0.0, 1.0> // Where Z is up
right < 1.38192, 0.0, 0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray)
aspect ratio
angle 54.40000 // Vertical 40.800
look_at < 0.039, -0.151, 0.036>
}
//
// ******* L I G H T S *******
//
light_source { // Spotlight Spotlight001
<0.0, 0.0, 0.0>
color rgb <0.000, 1.000, 0.000>*10
spotlight
point_at <0.0, 0.0, -2.000>
falloff 1.268 // outer radius (in deg)
radius 1.238 // inner radius
tightness 0.000
media_attenuation on
rotate 90.0*y
translate 7.786407*x
}
light_source { // Light001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
media_interaction off
photons {
}
translate <0.984692, -14.212549, 19.073553>
}
light_source { // Spotlight Spotlight002
<0.0, 0.0, 0.0>
color rgb <1.000, 0.000, 0.000>*10
spotlight
point_at <0.0, 0.0, -2.000>
falloff 1.268 // outer radius (in deg)
radius 1.238 // inner radius
tightness 0.000
media_attenuation on
rotate 50.074482*y
translate <4.411019, 0.0, 4.027452>
}
//
// ******** OBJECTS *******
//
plane { // Plane001
z,0
material {
Checkered_1
}
photons {
target 1.0
}
translate <-0.038357, 0.0, -3.260318>
}
box { // Cube001
<-1, -1, -1>, <1, 1, 1>
material {
Scattering
}
hollow
scale 12.430292
}
cylinder { // Cylndr001
<0,0,1>, <0,0,0>, 1
material {
Scattering_1
}
hollow
photons {
reflection on
refraction on
}
scale <1.0, 1.0, 3.723325>
rotate 90.0*y
translate <-1.572624, 0.0, -0.038357>
}
Regards
Stephen
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"Stephen McAvoy" <mca### [at] aolcom> wrote in message
news:rfkv81dbqoermkgpcklfljhkmihtvvh4mb@4ax.com...
> I did a quick scene in Moray so look out for different coordinate
> system. (Z is up) I hope this helps.
>
> BTW I am not renowned for my textures or media.
Well, Stephen, probably good enough, though, eh? One might say, 'Practice
makes perfect, but never in POV'.
I tried your example, changed the scattering and extinction so the beams of
light show up in a much better way.
Don't know why Moray won't keep those decimals trimmed. Guess that's to make
it read less human. Ha ha. Also, the transmit it has in scattering colors is
ignored by POV, FAIK, unless anything has changed lately.
I needed to fix a few lines that word wrapped, so hopefully Ziyan has gotten
around that, if it happened. And just as a side note, I'm using the new beta
of 3.7 and it doesn't like hf_gray_16 being in there, nor the
max_intersections. No idea why, ATM, just pointing this out.
So here's those medias (only) for you, Ziyan:
#declare Scattering =
material // air or atmosphere
{
texture
{
pigment
{
color rgbt <0.5, 0.5, 0.5, 1.0>
}
}
interior
{
media // MyAtmosphere_1_1
{
variance 1.0/128
scattering
{
1 , rgb <0.3, 0.3, 0.3> // 10X more now
extinction 0.1 // less extinction than before
}
}
}
}
#declare Scattering_1 =
material // cylinder object
{
texture
{
pigment
{
color rgbt <0.0, 0.0, 0.0, 1.0>
}
}
interior
{
ior 1.3
media // MyAtmosphere_1_1_1
{
variance 1.0/128
scattering
{
1 , rgb <0.5, 0.5, 0.5> // less scatter now
extinction 0.5 // more extinction here
}
}
}
}
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When Stephen said surround the cylinder by a box he meant a box that
surrounds a large part of the scene being rendered, not just around the
cylinder. Not sure if you understood that, because looking at your script it
appears that you were only containing the narrow long cylinder and not
making a *room* with it in which to place the cylinder.
Of course, I'm only speculating on what your trying to make and so maybe you
*do* want a close-fitting box around the cylinder. Anyway, guess I'm saying
I can't understand the intent of the scene you're putting together so I
can't go further with helping about the objects in it.
However, back to media... I should have made it a point to tell you the
scattering {1,1.5 extinction 0.5} could prove very obscuring when in large
containers holding it. That 1.5 (or rgb 1.5, which it implies) essentially
blots out light over a very short distance along the camera line-of-sight.
It'll take practice to fit the proper values to the scale of the scene, so
change the scattering color and extinction numbers to whatever appears
correct for the situation.
Another thing, I noticed you left off radius and falloff (and tightness) in
the 'cylinder' light source. Unless you want the defaults of radius 0.75,
falloff 1.0 and tightness 0 (sharpest, brightest edged) then you'll probably
want to adjust those (I had to look up the defaults so hopefully that is
still correct).
And, like Stephen said, looking at the sample scene files can really help.
Let us know how you're progressing with the "beam inside glass". Feel free
to ask more questions.
Bob Hughes
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Thank you, Bob and Stephen for all your help. I'm so appreciated when you
could solve my problem as I'm layman and not familiar with POV.
I created an object as following
#declare A = merge {object{cylinder {55*z,65*z,0.4}}
object{box {<-0.4,-0.25,55>,<0.4,0.25,65>}
translate 0.25*y }}
#declare B = difference{box {<-0.5,-0.5,55>,<0.5,0.5,65>}
object {A}}
A with ior=1.55 and B with ior=1.438
now I want to create a beam through this object to simulate the refraction
and get the beam which comes out from the object.
I utilized all your work and made this, but it seems to be wrong.
global_settings {
adc_bailout 0.003922
ambient_light <1.0,1.0,1.0>
assumed_gamma 1.9
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 10
number_of_waves 10
noise_generator 2
charset ascii
photons {
adc_bailout 0.01
spacing 1.0
gather 20, 100
media 0, 1.0
jitter 0.4
max_trace_level 5
autostop 0.5
radius 0.0
expand_thresholds 0.2, 35.0
}
}
//Camera
camera {
location <0,0,67>
angle 120
up 1*y
right 1.333*x
look_at <0,0,66>
translate <-27.5,0,0>
}
background { color rgb <0, 0, 0> }
//Scattering
#declare Scattering =
material // Scattering
{
texture
{
pigment
{
color rgbt <0.531233, 0.531233, 0.531233, 1.0>
}
}
interior
{
media // MyAtmosphere_1_1
{
variance 1.0/128.205128
scattering
{
1 , rgbt <0.03, 0.03, 0.03, 1.0> // isotropic scattering
extinction 0.25
}
}
}
}
#declare Scattering_1 =
material // cylinder object
{
texture
{
pigment
{
color rgbt <0.0, 0.0, 0.0, 1.0>
}
}
interior
{
ior 1.55
media // MyAtmosphere_1_1_1
{
variance 1.0/128
scattering
{
1 , rgb <0.5, 0.5, 0.5> // less scatter now
extinction 0.5 // more extinction here
}
}
}
}
#declare Scattering_2 =
material // cylinder object
{
texture
{
pigment
{
color rgbt <0.0, 0.0, 0.0, 1.0>
}
}
interior
{
ior 1.438
media // MyAtmosphere_1_1_1
{
variance 1.0/128
scattering
{
1 , rgb <0.5, 0.5, 0.5> // less scatter now
extinction 0.5 // more extinction here
}
}
}
}
//Checker
#declare Checkered_1 =
material // Checkered_1
{
texture
{
pigment
{
checker
color rgb <0.882353, 0.882353, 0.882353>
color rgb <0.952941, 0.952941, 0.952941>
}
finish
{
ambient 0.1
}
scale 6.0
}
}
//Lights
light_source { // Light001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
media_interaction off
photons {
}
translate <2, 2, 0>
}
light_source {<0, 0, 90>
color rgbt Red*10
spotlight
falloff 0.268 // outer radius (in deg)
radius 0.238
tightness 0.000
point_at <0,.5,68>
photons {refraction on reflection on}
media_attenuation on
translate <-27.5,-0.25,0>
}
box{<-5,-5,-80>, < 5, 5, 80>
material {
Scattering
}
hollow
translate -27.5*x
}
//Plane
plane { // Plane001
y,-2
material {
Checkered_1
}
photons {
target 1.0
}
}
//Object
#declare A = merge {object{cylinder {55*z,65*z,0.4}}
object{box {<-0.4,-0.25,55>,<0.4,0.25,65>}
translate 0.25*y }}
#declare B = difference{box {<-0.5,-0.5,55>,<0.5,0.5,65>}
object {A}}
object {A
translate <-27.5,0,0>
material {
Scattering_1
}
hollow
photons {
reflection on
refraction on
}
}
object { B
translate <-27.5,0,0>
material {
Scattering_2
}
hollow
photons {
reflection on
refraction on
}
}
Any ideas?
Thank you again.
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object A has a separated surface between box and semicircle, and B has
neither refraction nor reflection. And ideas?
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