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"alphaQuad" <alp### [at] earthlinknet> wrote:
> ok show me event horizon methods or I should give up now
I've posted the code over in binaries.scene-files at
http://news.povray.org/povray.binaries.scene-files/message/%3Cweb.48630a294d571f95184271a10%40news.povray.org%3E/#%3Cwe
b.48630a294d571f95184271a10%40news.povray.org%3E
Here's the basic approach:
//-------------Begin Code------------
#declare WaterTex1 =
texture {
pigment {
wood
turbulence 0.00
color_map {
[0.0 color rgb <0.25,0.25,0.5>]
[0.5 color rgb <0.05,0.05,0.3>]
[1 color rgb <0.005,0.006,0.007>]
}
}
normal {
bumps 0.5
turbulence 0.5
scale <1/(4*r1),1/(4*r1),1> // r1 is the ring radius
}
finish {
ambient 1
diffuse 0.8
specular 0.8
roughness 1/10
}
}
#declare WaterTex2 =
texture {
pigment {
wood
color_map {
[0.0 color rgb <0.1,0.1,0.3>]
[0.2 color rgb <0.05,0.05,0.3>]
[1 color rgb <0.005,0.006,0.007>]
}
}
normal {
bumps 0.5
turbulence 0.5
scale <1/(4*r1),1/(4*r1),1>
}
finish {
ambient 0.5
diffuse 0.5
specular 0.8
roughness 1/100
}
}
#declare water = disc {
<0, 0, 0> // center position
z, // normal vector
r1 // ring radius, currently 11 POVRay units
texture{
wood
texture_map {
[0 WaterTex1 ]
[0.4 WaterTex2 ]
}
scale <2.2*r1,2.2*r1,1>
translate 0.5*My_Clock*z
}
no_shadow
}
//-------------End Code------------
There's also a glowing disc and a spotlight on the middle to help with the
effects. The only purpose of the texture map (which complicates things a bit
in this case) is to boost the ambient finish in the center. There's probably a
cleaner way to get the effect I want, but that's where I ended up.
> nice, but I think the darkness gives more room for realism to appear and light
> lets us see.
> peace,
> aQ
Yes, I think the darkness is again that gamma difference between some monitors
that I haven't been able to crack yet. I've posted several images that look
fine on my monitor (lcd) but with frequent complaints that they are too dark.
Maybe it's time to calibrate ...
Mike
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