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Here's the code for my Spectral Orb thingy I posted a couple of days
ago. You will need the dispersion patch by Daren Scot Wilson.
--------------- code starts ---------------------
// The Spectral Orb
// My first sphere on a checker floor ever
// ...about time after all these years of poving
//
// Peter Popov
//
// p.s. you need the dispersion patch for 3.1 for this one
#include "kolors.inc"
// by Ken Tyler, use standard colors if
// this is not available
plane
{ y, 0
texture
{
pigment { checker color White color Black } // heh heh
finish { reflection 0.21 } // looks better, but things get slow
}
scale 10 translate 3*x-2*z
}
sphere
{
3.5*y, 3
texture
{
pigment { White filter 0.955 }
finish
{
diffuse 0.1
ambient 0.6
specular 0.3
roughness 0.0015
phong 0.1
phong_size 10
reflection 0.17
irid { 0.175 thickness 0.25 turbulence 0.1}
}
}
interior
{
ior 1.475
caustics 1
fade_distance 6
fade_power 2.5
dispersion 1.1
disp_nelems 20
}
}
camera
{
location <4,8,-12>
look_at 0
}
#declare num=10;
// number of light sources to use for caustics
// twice as many will be used for the halo around the shadow
#declare i=0;
#while (i<1)
#switch (i)
#range (0,2/6)
#declare correction = <1,6*i/2,0>;
#break
#range (2/6,3/6)
#declare correction = <1-(i-2/6)*6,(i-2/6)*6,0>;
#break
#range (4/6,5/6)
#declare correction = <0,1-(i-4/6)*6,(i-4/6)*6>;
#break;
#range (5/6, 1)
#declare correction = <(i-6/7)*6/2,0,1>;
#break
#end
#declare correction = correction*<0.6,0.6,1>*1.25;
light_source
{ <20,90-i*30,100> color White*correction*0.8/num
spotlight
radius 0.1
falloff 0.3
point_at 3.5*y
tightness 100
}
light_source
{ <20,75,100> color White*correction*0.5/num
spotlight
radius 1.1
falloff 1.6
point_at 3.5*y
tightness 0
rotate y*4*i
}
light_source
{ <20,75,100> color White*correction*0.5/num
spotlight
radius 1.5
falloff 1.6
point_at 3.5*y
tightness 0
rotate -y*4*i
}
#declare i=i+1/num;
#end
light_source
{ <20,75,100> color White*0.6 // <1, 0.95,0.975>*0.6
spotlight
radius 1
falloff 4
point_at 3.5*y
tightness 50
}
light_source
{ <40,50,-100> White
spotlight
radius 5
falloff 10
point_at 3.5*y
}
------------------ code ends
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