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I place this code here, it's from the second image of my first post at
http://news.povray.org/povray.binaries.images/thread/%3Cweb.42a313e0399508494f17dd8d0%40news.povray.org%3E/?ttop=214794
&toff=50
The drops scene uses a ping image that's made with the following code:
//First step: save this as drops2.pov:
// to be rendered in 1024 x 1024 !
// and output file = ping,
// so command line = Output_File_Type=N +w1024 +h1024 and run it.
global_settings {
        assumed_gamma 2
        hf_gray_16  // high resolution grey scale
}
camera {
        orthographic
        location  <0.0, 0.0, -1.0>
        look_at   <0.0, 0.0,  0.0>
        right     50*x
        up        50*y
}
#declare drop =
sphere {
        0,
        0.4
        // a gradient from black to white facing camera
        pigment {
                marble
                color_map {
                                [0, color rgb 0]
                                [1, color rgb 1]
                }
                scale 1
        }
        finish {ambient 0.7}
        scale <0.6, 1.1, 0.6>
        rotate 90*y
        no_shadow
}
// 100 big drops
#declare a = seed(42);
#declare b = seed(46);
#declare c = seed(15);
#declare i = 0;
#while (i < 100)
        object {
                drop
                translate <rand(a)*50-25, rand(b)*50-25, rand(c)*10+ 40>
        }
#declare i = i + 1;
#end
// 10000 small drops
#declare a = seed(42);
#declare b = seed(46);
#declare c = seed(15);
#declare i = 0;
#while (i < 10000)
        object {
                drop
                scale 1/15
                translate <rand(a)*50-25, rand(b)*50-25, rand(c)*10+ 40>
        }
#declare i = i + 1;
#end
// From the high numbers of drops you can see that the code is far from
// being perfect, but it works. Will render in a few seconds.
//////////////////////////////////////////////////////////////////// End of
file  drops2.pov    ////////////////////////////////////////////////
/////// you won't see much here when runned
/*
Now for the real scene press new and insert the scene template "checkered
floor"
Insert the following line in the camera statement:
normal { bump_map { png "drops2.png" map_type 0 interpolate 2 bump_size 2}
scale 2 translate -1 }
.... and perhaps translate the sphere 2*z.
Clear the command line and choose your favourite resolution. Renders in a
few seconds.
*/
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