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thumbnail of pa05.png thumbnail of pa05o.png

a second example; here, i tried using the alpha channel for storing the depth, so i could use the color normally.

as you may notice, the resulting stereogram is not quite correct... - if you know how i could fix this without removing the coloring, i'd be glad to know!

the source (note: this has to be rendered with the output_alpha=on/+UA option):


//  pa05.pov    
//  from    pa04.pov
//  Sa 20030111
//
//  further SIRDS
//


camera {
 #declare cam   = < 0.5, 0, -15>;
 #declare vp    = < 0.5, 0,   0>;
 location cam
 look_at  vp
 angle 60
}


#default {
    texture {
        pigment {
            gradient z ramp_wave
            color_map {
                // from close (0, black) to far (1, white)
                [ 0 color rgbft <0,0,0,0,0> ]
                [ 1 color rgbft <1,1,1,0,1> ]
            }
            scale 8.002 translate -.001*z
        }
        finish {
            ambient  1  diffuse 0
            specular 0  phong   0
        }
    }
}


intersection {
    union {
        // backdrop
        sphere { 
            0, 8 inverse 
            texture {}
            texture { 
                pigment { color rgbft <1,0,1, 1,0> } 
            }
        }
        // object
        box { 
            -2.5, 2.5 
            rotate <20+clock*20, 50+clock*30, 0> 
            translate 4*z
            texture {}
            texture { 
                pigment { color rgbft <0,1,1, 1,0> } 
            }
        }
    }
    // front - cuts sphere in half
    plane { -z, 0 }
}


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