I've recently donw a scene of a missile in flight. I've posted the SDL below, but knowing this Blog software it wont be formatted correctly, but there you go. You can get a better copy of the SDL over at the POV-Ray news groups, link on the right. There are a few interesting points I can raise about the resulting code, but I'll mention these in later posts ( if I remember )
To Note (note to self) my first ever use of light_group and object pattern media.
#include "colors.inc"
#include "glass.inc"
#include "stars.inc"
#include "shapes.inc"
#include "functions.inc"
#declare showFire = true;
#declare showSmoke = true;
camera {
// location <0,0,-25>// look_at <10,>
location <-40,-25,-25> look_at <0,>
// location <0,20,-1>// look_at <0,>
}
global_settings {max_trace_level 12 }
light_source { <-500, 2000, -500> color White
//area_light <50,0,0>,<0,0,50> 3,3
//jitter
//adaptive 1 media_interaction on media_attenuation on }
background { color <0.25,0.35,0.80> }
light_group {
union {
// sensor
box { <0,>, <-.1, -.2, -.2>
texture { pigment { leopard scale <20,.01,.01> pigment_map { [0 Orange*1.2] [.099 Orange*1.2] [.1 Black] [1 Black] } } finish { specular .1 roughness .001 ambient 0 } } } // glass sphere sphere { <0,0,0>,.4 scale <.7,1,1> interior{ ior 1.4 } texture { pigment { //Clear rgbt <0.858824,0.576471,0.439216,.9> } finish { specular .5 roughness .1 reflection { 0..5 } ambient 0 } } } // missile body union { cone { <0,0,0>,.5, <3,0,0>,1 } cylinder{ <3,0,0>, <9,0,0>,1 } cone { <9,0,0>,1, <13.5,0,0>,1.4 } cylinder{ <13.5,0,0>, <20,0,0>,1.4 } cone { <20,0,0>,1.4, <21.5,0,0>,1 } #declare r1 = 0; #while(r1 <>,<1,0>,<1,.8> rotate <-90,0,0> translate <4,1,0> rotate
scale 1 } #declare r1 = r1 + 1; #end #declare r1 = 0; #while(r1 <>,<5,0>,<5.2,.8>,<4.9,1.8>,<2,1.8> rotate <-90,0,0> translate <14,1.4,0> rotate scale 1 } #declare r1 = r1 + 1; #end texture { pigment { White *1.5 }//*1.5 finish { specular .2 roughness 0.001 ambient 0 } normal { bumps scale .0001 bump_size .01 } } } translate <-21.5,0,0> rotate <30,0,0> }
#if(showSmoke = true)// smoke oject #declare pObject = union { cone { <2,0,0>,0, <15,0,0>,2 } cylinder{ <15,0,0>, <1000,0,0>,2 } };
//smoke trail cylinder { <2,0,0> <1000,0,0>, 4 hollow interior { media { intervals 5 //5 higher slows it up and gives smoother images samples 5 //5 lower = more blocky method 3 absorption 0.2 scattering { 1,color Gray25 extinction .4//1.2 //amount of above color subtracted as it passes through, darkens the cloud } density { pigment_pattern { object {pObject}} // pattern of the media warp { turbulence <.5,1,1> } color_map { [0 rgb 0] [.45 rgb 0] [.5 rgb 1] [1 rgb 1] } } } } texture { pigment { Clear } } }#end
#if(showFire = true)//jet exhaustdifference { sphere { <0,0,0>, 1 } box { <0,4,4>, <-4,-4,-4> } hollow scale <40,2,2> interior { media { intervals 5 //5 higher slows it up and gives smoother images samples 5 //5 lower = more blocky emission .3 //1 brightness of glowing media density { spherical scale <50,3,3> warp { turbulence <.8,.07,.05> } density_map { [0 rgb 0] [.6 rgb 0] [.7 color Yellow] [.8 color Yellow] [.9 color White] [1 color White] } } } } texture { pigment { Clear } } }
//cloud scape#end
light_source { <0,> color White*.1 media_interaction off media_attenuation on }global_lights on}// end of light_group
union { plane { y, 260 texture { finish {ambient 0 diffuse 0.7} pigment { bozo turbulence 1.00 translate 200*y color_map { [0.5, rgb 1 transmit 1.0] [1.0, rgb 1 transmit 0.6] } scale 0.125 } scale 1500 } } plane {y, 240} texture { finish {ambient 0 diffuse 0.7} pigment { bozo turbulence 0.35 translate 300*y color_map { [0.5, rgb 1 transmit 1.0] [0.8, rgb 1 transmit 0.5] } scale 10 warp {turbulence 0.7} scale 1/10 scale 0.125 } scale 2500 } texture { finish {ambient 0 diffuse 0.5} pigment { bozo turbulence 0.35 translate 400*y color_map { [0.5, rgb 1 transmit 1.0] [0.8, rgb 1 transmit 0.4] } scale 10 warp {turbulence 0.7} scale 1/10 scale 0.125 } scale 2500 } hollow double_illuminate //scale 1/200 no_shadow translate <0,0,100> rotate <40,0,-20>}
//end of scene
...just as I figured a disordered mess.