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// Persistence of Vision Ray Tracer Scene Description File
// File: light-bleed.pov; version 0.1
// Vers: 3.6
// Desc: a way to do light-bleed on a pre-made scene
// Date: 2005.5495
// Auth: Bob Hughes
// Note: The idea is to create light-bleeding by using a prior
// rendering twice, once as itself and once with only
// partial visible portions which are the brightest.
// This bright part is randomly placed to effect a blur.
// Concept acquired from Samuel T. Benge.
// Use the following output name first (or previous file).
// cmd: +fn +Oc:\renderings\colorimage.png
// And afterward use a different filename as output, like:
// cmd: +fn +Oc:\renderings\l-bimage.png
// Caution: do not use the same output file names!
#version 3.6;
global_settings {
assumed_gamma 1.0
}
#declare CreateImage=no; // say yes to render initial image file
// ----------------------------------------
#if (CreateImage=yes) // begin CreateImage directive
/* this would be your scene, which could be an #include instead */
camera {
location <0, 0, -3>
look_at <0, 0, 0>
}
light_source { // regular light
<100,100,-100>, 1
}
light_source { // intensely bright
<100,100,-100>, 3
projected_through {box {<3,3,-3>,<3.3,3.3,-4>}}
}
sphere {
0, 1
texture {
pigment {
crackle form <1.25,0,0.25>
scallop_wave turbulence 0.1 scale 0.1
color_map {
[0 color rgbf <0.97,0.65,0.0625>]
[0.3 color rgbf <0.955,0.9525,0.05>]
[0.7 color rgbf <0.45,0.95,0.5>]
[1 color rgbf <0.0425,0.425,0.945>]
}
}
normal {
crackle -0.7 form <1.25,0,0.25>
scallop_wave turbulence 0.1 scale 0.1
}
finish {
specular 0.5 roughness 0.01
}
}
}
/* end example scene */
#else
/* begin light-bleeding part */
// not dependant on lights by using this
#default {finish {ambient 1 diffuse 0}}
#declare Im=
pigment {
image_map {
png "colorimage.png" // your scene, rendered prior to using
interpolate 2
}
}
#declare Ip=
texture {
average
texture_map {
#local T=15; // iterate from this base number
#local sX=seed(3214);
#local sY=seed(2143);
#while (T>0)
#local rX=rand(sX);
#local rY=rand(sY);
[1
pigment {
image_pattern {
png "colorimage.png" // again, your scene file
interpolate 2
}
pigment_map {
[2/3 color rgbt 1] // I guessed at this!
[2/3 I] // you might want to make changes to the index values
}
translate <rX-0.5,rY-0.5,0> // this begins moving each iteration
/ // divide the translation vector to reduce movement of images
67 // this divisor value sets amount of light-bleed (adjust this)
}
]
#local T=T-1; //
#end
}
}
plane {
z,3
texture {
average
texture_map {
[1 Ip] [1 Im] // combine the two images
}
translate -0.5 // center the image onto <0,0,0>
scale <4,3,1> // scale it to fit render window
} // end texture
} // end plane
#end // end CreateImage
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