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"Kenneth" <kdw### [at] gmailcom> wrote:
>
> I plan to post the basic code for these examples...
Here are the basics for the most simple kind of example, using just scattering
media. A light_source is required to show this type of media in the best way, of
course.
BTW, the docs says that the object used for the object pattern must not have a
texture, but that does not matter. The texture is simply ignored.
...............
#declare OBJ = ...object... // to be used as the object pattern. Mesh and mesh2
require an inside_vector. CSG works too, but all of the parts should be
'merged' rather than in a union.
#declare OBJ_PATTERN =
density{
object{
OBJ
// For the following two entries, full pigments are not allowed when
//'density' is used for the pattern:
// FIRST entry: everywhere OUTSIDE the 'object' shape
rgb 0.0 // 0 means NO media density-- i.e., no visible media there
// SECOND entry: INSIDE the object shape
rgb 1.0 // 1 means 'full density' in the media
}
warp{turbulence...}
}
// the required media container
sphere{... // or box, etc.
hollow
pigment{rgbt 1} // or rgb 1 transmit 1
interior{
media{
scattering{1, multiplier * <...color...> extinction...}
// I used 16*<1,1,1> extinction 0.5
// emission ...
// absorption ...
//method 3
//intervals 1
samples ...
aa_level ... // 4 is the default
density{OBJ_PATTERN}
}
}
rotate ...
translate...
} // end of container object
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