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See post with same title in p.a-u.
Feel free to use this however you want...
---- cut here ----
#include "colors.inc"
global_settings {
assumed_gamma 1.0
}
camera {
location <0, 10, -10>
look_at <0, 0, 0>
}
// Normal lightsource
light_source { <-20, 20, 0>, White }
plane { y, 0
pigment { checker Gray50 White }
}
cylinder { <5, 0, -3>, <5, 30, -3>, 1
pigment { White }
}
// This is a normal plain white sphere
sphere { <0, 3, 0>, 3
pigment { White }
}
// Everything in this light group is lit only by "black light"
light_group {
// This is the ultra violet light source
light_source { <20, 20, -20>, rgb <0.5, 0, 1.5> }
// This is a sphere with a checker pattern only visible in uv-light.
// It's in the same place and slightly larger than the plane sphere.
sphere { <0, 3, 0>, 3.01
// This pigment is the trick:
// It is very close to 100% transparent but still "emits" light
// where lit by a light source.
#declare trans = 0.9999; // Close to 1.0 transmit
#declare mult = 1 / (1 - trans); // Color multipyer
pigment { checker
color White * mult transmit trans
color Gray50 * mult transmit trans
}
finish {
ambient 0
}
}
global_lights off
}
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--
Daniel Nilsson
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