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Remember, 'emission' is color vector oriented so 0.68 is rgb<0.68,0.68,0.68>.
rgb<1,0.8,0.3> might be closer to a more reasonable color.
The 'density' color_map is based upon 0 at outermost edge (like halo was), the
color being the density (1 more than 0).
Your trouble could be with the 'spherical' keyword, 'onion' may work out
better. And also the turbulence/frequency, unless the intent is to get a
rather chaotic flame, will mix it up a great deal to where the density is not
where expected. Scaling up like you have will diminish the media as well.
I may be wrong too, so.....
Message <362E409A.6AEB3235@t-online.de>, heiko.rappich typed...
>
>Hi all,
>I created flames with "media" in the new POV-Ray 3.1, but the center of
>the flames are
>always partial transparent. Flames created with "halo" in POV-Ray 3.02
>are not transparent
>in the hot flame center and more realistic.
>My question: How can i create better flames with "media"?
>
>Many thanks,
>
>Heiko
>
>
>The problematic code:
>
>#include "colors.inc"
>#include "textures.inc"
>
>
>camera {
> location < 0, 2, 4 >
> look_at < 0, 0, 0 >
> }
>
>light_source { < -25, 35, 34 >
>color White
>}
>
>
>sphere {
><-.5,0,-1> 1.5
> pigment { color rgbf<1, 1, 1, 1> }
> finish { ambient 0 diffuse 0 }
> interior{
> media{
> emission 0.68
> intervals 5
> samples 5, 10
> confidence 0.999
> variance 1/1000
> density {
> spherical
> ramp_wave
> color_map {
> [0.0 color rgb <0.0, 0.0, 0.0>]
> [0.2 color rgb <1.0, 0.0, 0.0>]
> [1.0 color rgb <1.0, 1.0, 0.0>]
> }
>
> turbulence 1.9
> frequency 2
> scale .7
> }
>
> }
> }
> hollow
> scale 1.9
>
> }
>
>
>plane
>{
> y,
> -2
> pigment { checker color White color Black }
>}
>
>
>
>
>
>
>
>
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.html
=Bob
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