POV-Ray Buttons and Logos
Eric Bainville - Mar 2007Glowing effect
Our next challenge is to make the button contents glow, as if it were lit by an internal light. This effect requires a media for the light to spread inside, and photons. The rendering times becomes quite high.
The first step is to drill a hole in the button using the desired shape. Then we put a light behind the button, and a hollow cylinder containing scattering media over the button. Finally, photons and media computations are enabled using the appropriate options. Only the backlight contributes to these effects.

#include "colors.inc"
#include "metals.inc"
#include "textures.inc"
global_settings {
assumed_gamma 1
ambient_light White
photons {
spacing 0.01
media 60
}
}
#declare camera_distance = 20;
camera {
location <0,0,camera_distance>
right x up y direction -z
angle 180*atan(2/camera_distance)/pi
// Uncomment to render a side view
//rotate 50*x
}
light_source { <-30,70,100>, White
photons {
reflection off
refraction off
}
media_interaction off
}
// Rounded square button
#declare b_rsquare = superellipsoid {
// Adjust first parameter: 1=circle, 0=square
<0.6,0.3>
translate -z scale <1,1,0.2>
}
// Button symbol (start/stop)
#declare c_start = merge {
difference {
cylinder { <0,0,0>,<0,0,1>,1 }
union {
cylinder { <0,0,-1>,<0,0,2>,0.7 }
box { <-0.3,0,-1>,<0.3,2,2> }
}
}
box { <-0.15,0.2,0>,<0.15,1.2,1> }
}
// Button texture
#declare t_button = texture {
finish {
ambient 0.2
diffuse 0.3
specular 0
phong 0.6 phong_size 20
reflection 0
}
normal { bumps 0.05 scale 0.01 }
pigment { color Red }
}
// Button and contents (hole in button for backlight)
#declare final_button = difference {
object { b_rsquare scale <0.9,0.9,1> }
object { c_start scale <0.5,0.5,2> translate <0,0,-1> }
}
// Backlight
light_source {
<0,0,-20>, White
projected_through { box { <-0.7,-0.7,-1.1>,<0.7,0.7,-1> } }
photons {
reflection on
refraction on
}
media_interaction on
}
// Button
object { final_button texture { t_button }
photons {
target
collect on
reflection on
refraction on
}
}
// Media container
cylinder { <0,0,0.01>,<0,0,1>,5
hollow pigment { color rgbt 1 }
interior { media {
scattering { 2,White*0.7 }
density { spherical scale 2
density_map {
// Outside
[0 rgb 0] [0.55 rgb 0]
// Inside and center
[0.65 rgb 1] [1 rgb 1]
}
} } }
photons {
target
collect on
reflection on
refraction on
}
}
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