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"Chris B" <nom### [at] nomailcom> wrote:
> "mone" <mon### [at] alienenterprisesde> wrote in message
> news:web.4ad518671466e24f66e6d7c00@news.povray.org...
> The main control on the slope pattern is a vector defining the orientation
> of the pattern. I used 'slope{z}' in the example, along with a
> pigment_map which tells it that, everything aligned precisely with the
> z-axis is to be White with a tiny bit of transparency. It transitions to
> have progressively more transparency and a Blue color for surfaces that are
> not precisely aligned to the z-axis. It fades to completely transparent for
> surfaces at right angles to the z-axis.
That does sound logical. However I wonder how you have figured out the correct
values, so it does look so good :).
>If you declare variables 'MyLocation' and 'MyLook_At' for the camera,
> then you can simply use slope{MyLook_At-MyLocation} to keep the pattern
> oriented towards the camera as you move the camera around (remembering not
> to rotate objects after applying the texture/pattern).
Yes. Thank you for the information, it was very helpful. I think the reason
because it didn't work at first was because I use to put the camera in the -z
direction. And than when the slope pigment is in the +z-direction everything is
much too bright and does not look like an x-ray texture at all. But when putting
"-z" behind slope everything looks fine. Likewise, when the camera is sitting in
the -z direction it seems to work whith MyLocation-MyLook_At instead
MyLook_At-MyLocation.
I've tried both, with the slope pigment texture you suggested (I think I've
added a bit more ambient) and aoi, it looks both quite Ok, I think (see image
below), only with aoi it started to look strange when I tried to make it more
transparent. I think it does work too, though, if people know how to use it
correctly, only I couldn't figure it out any better with my usual
trial-error-approach. :)
Best Regards,
Simone
//////////////////////////////////////
#version unofficial megapov 1.1;
#include "Brain_POV_geom.inc" //Geometry
#declare cam_location= <0.0, 0.0, -18.0> ;
#declare cam_look_at= <0.0, 0.0, 0> ;
camera {
location cam_location angle 30
look_at cam_look_at
right x*image_width/image_height
}
#declare XRayTexture2 = texture {
pigment {
slope{cam_location-cam_look_at}
pigment_map {
[0 color rgbt 2*<1,1,1,0.1>]
[0.75 color rgbt <0.1,0.6,2,1>*1]
[1 color rgbt <1,1,1,1>]
}
}
finish {ambient 3}
}
#declare Brain_ = object {
object { Brain_ Center_Trans (Brain_ , x+y+z)}
} ;
object{
Brain_
scale <.6,.6,.6>
rotate <0,180,0>
translate <-2,0,0>
texture {XRayTexture2 }
}
object{
Brain_
scale <.6,.6,.6>
rotate <0,180,0>
translate <2,0,0>
texture {
pigment {
aoi
color_map {[0 rgb 0]
[.5 rgbt <0.3, 0.35, 1,.5>*1]
[1 rgbt <1, 1, 1,1>*1]
}
}
finish { ambient 4 diffuse 0}
}
}
////////////////////////////////////
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Download 'x_ray_test.jpg' (79 KB)
Preview of image 'x_ray_test.jpg'
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