|
|
The Key points are
1. scaling the color map
2. making the first and last statements in the color map 0
You can mess with everything else to your taste
Hope this helps
Mike Hazelgrove
// Persistence Of Vision raytracer version 3.1 sample scene by Mike
Hazelgrove
// based on Hollow3 by Dieter Bayer.
//
// This scene shows a flame.
// by Mike Hazelgrove based on Hollow3
//
#include "colors.inc"
camera {
location <-1.5, 30, -50>
look_at <0, 25, 35>
angle 35
}
background { color rgb<0.3,0.3,0> }
light_source { <100, 100, -200> color White }
sphere { 0, 1
pigment {rgbf<1,1,1,1>}
interior {
media {
emission 0.5
intervals 20
samples 1, 10
confidence 0.9999
variance 1/1000
density {
spherical
scallop_wave
turbulence 0.5
color_map {
[0.0 color rgb <0, 0, 0>] //You need this
[0.25 color rgb <1, 0., 0>]
[0.5 color rgb <1, 1, 0>]
[0.75 color rgb <1, 0, 0>]
[1.0 color rgb <0, 0, 0>]// you need this
}
scale 0.5 //you need this
}
}
}
scale 3
scale <1,3,1>
translate 25*y
hollow
}
Patrick Dugan <pat### [at] ipanet> wrote in article
<35d3774e.0@news.povray.org>...
>
> I have been trying to create some "halo like" objects in the new Povray
by
> using the media command, but I cannot seem to get a media type (like a
> sphere) to render with the "feathered edge" that a halo has. The edge of
a
> halo beautifully fades into its background, but a media's edge seems to
end
> somewhat abruptly. Is there any way to make the a media "feather" the
edge
> like the old halo does?
> Does anyone have a good example of same?
>
>
>
>
>
>
>
>
Post a reply to this message
|
|