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>I think that at this tough times it would be a good
>idea to unite POV-Ray users from different countries
>in one project.
Great idea!
I'm specialized for physically accurate modelling. Materials, lightning,
some mathematics, coding and other stuff. I can made physically accurate
water and other materials in scene.
Here is code for sky sphere and sunlight. I adjust sunlight little cooler
(-> yellow) from 6504K white point.
---
#declare SunLightSize = 5; // Angle
#declare SunLightShadowMinimumDetail = 0; // 0 - 9
#declare SunLightShadowMaximumDetail = 0; // 0 - 9
// Sky
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb 0]
[0.5 rgb 0]
[0.5 rgb <176, 226, 255> / 255]
[1.0 rgb < 96, 123, 139> / 255]
}
scale <1,2,1>
translate <0, 1, 0>
}
}
// Sun
light_source {
<0, 100000, 0>, rgb <1.14014, 0.97155, 0.86895>
#if (SunLightShadowMaximumDetail)
#if (SunLightShadowMaximumDetail = 1)
#local SunLightArea = tan(radians(SunLightSize / 2)) * pi * 50000;
#else
#local SunLightArea = tan(radians(SunLightSize / 2)) * 200000;
#end
area_light <SunLightArea, 0, 0> , <0, 0, SunLightArea>,
SunAreaLightSize, SunAreaLightSize
adaptive SunLightShadowMinimumDetail - 1
#if (SunLightShadowMaximumDetail > 1)
circular
#end
#end
media_attenuation on
photons {
refraction on
reflection on
area_light
}
rotate <20, 0, 0> // Zenith
rotate <0, 60, 0> // Azimuth
}
---
And here is water. Absorbtion works one unit = 1m -scale. Highlight is
dependant on lightning so it probably need adjustment. This is pure water
so we probably have to add some dirt. We also have to add surface normal or
make isosurface to make ripples. These adjustments is difficult to make
until we have some objects in scene.
---
#declare WaterMaterial = material {
texture {
pigment { rgbf 1 quick_color rgb <0, 0.87058, 1> }
finish {
ambient 1/8
diffuse 7/8
specular 1
roughness 0.0005
//reflection 0.18813
reflection { fresnel }
}
}
interior {
ior 1.33
//caustics 1
dispersion 1.007
//dispersion_samples 7 * 255
media {
method 3
intervals 1
samples 1,1
variance 1 / 255
absorption rgb <0.11064, 0.01432, 0>
}
}
}
---
Matti
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