Reflections ???

drag and drop a cube onto your scene. Alt-click on it to stretch it out then flatten it. this will be the floor. Then in the Material Panel, pick a color. Then click on the Raytracing Material Attributes button next to the Material Preview window. In the window that pops up, make sure the pattern is set to custom. Under General, set Brilliance to 5 and Reflection to 2. Click OK. Paint the cube. Then click on ‘Render with povray’.

I am certainly no expert on POVRAY – I have managed to piece together something I am happy with… I actually paste the same snippet of code in the start of every file… Is there a way I can make the tan surface/plane my model sits on a bit reflective ??? I’ve seen others do it – just don’t know where to start… Here is what I am using now…

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]// radiosity (global illumination) settings
global_settings {
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 100 // higher -andgt; higher quality (1..1600) [35]
nearest_count 10 // higher -andgt; higher quality (1..10) [5]
error_bound 1.8 // higher -andgt; smoother, less accurate [1.8]
recursion_limit 3 // how much interreflections are calculated (1..5+) [3]
low_error_factor .5 // reduce error_bound during last pretrace step
gray_threshold 0.0 // increase for weakening colors (0..1) [0]
minimum_reuse 0.015 // reuse of old radiosity samples [0.015]
brightness 0.1 // brightness of radiosity effects (0..1) [1]

adc_bailout 0.01/2
//normal on // take surface normals into account [off]
//media on // take media into account [off]
//save_file ‘file_name’ // save radiosity data
//load_file ‘file_name’ // load saved radiosity data
//always_sample off // turn sampling in final trace off [on]
//max_sample 1.0 // maximum brightness of samples
}
}

// Persistence of Vision Ray Tracer Scene Description File
// File: ?.pov
// Vers: 3.6
// Desc: Basic Scene Example
// Date: mm/dd/yy
// Auth: ?
//

#version 3.6;

#include ‘colors.inc’

global_settings {
assumed_gamma 3.0
}

//


sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb andlt;0.6,0.7,1.0andgt;]
[0.7 rgb andlt;0.0,0.1,0.8andgt;]
}
}
}

light_source {
andlt;0 0,150andgt; // light’s position (translated below)
color rgb andlt;1, 1, 1andgt; // light’s color
translate andlt;-30, 30, -30andgt;
}

//



plane {
y, -1
pigment { color rgb andlt;0.7,0.5,0.3andgt; }
}

light_source {
andlt;200,200,150andgt; // light’s position
color rgb 1.3 // light’s color
photons { // photon block for a light source
refraction on
reflection on
}
}

sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb andlt;0.6,0.7,1.0andgt;]
[0.7 rgb andlt;0.0,0.1,0.8andgt;]
}
}
}

//



plane {
y, 0
texture {
pigment { color rgb andlt;1.0, 0.8, 0.6andgt; }
}
} [/div][/BLOCKQUOTE]

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