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Not sure what you mean, I used both 3.02 (halo) and 3.1 (media) to
compare as I attempted to match the renders. I thought it looked pretty
close, aside from a slightly more grainy appearence of the media
"Exhaust".
Perhaps you're talking about another change you've tried out.
Marc van den Dikkenberg wrote:
>
> >Anyway, here's my attempt at equalization of this halo using media, for
> >this example anyhow.
>
> Thanks, that'll give me something to work with.
> Unfortunately, it's still quite different: After replacing the outside
> pigment with something transparent, the 'flame' itself turns out to be blue
> on the inside, and white on the outside, which is the opposite of what it
> should be. When I try to change the density map to reverse this, the white
> is gone completely, and I end up with a 100% blue 'flame'.
>
> I think I liked halo's better... :-)
>
> >//BEGIN
> > #declare Exhaust = intersection {
> > box { <-2,0,-2>,<2,10,2>
> > pigment { rgb 0 }
> > }
> > sphere { 0, 2
> > pigment { color rgbf <1, 1, 1, 1> }
> > interior {
> > media { //as-is below this is 4X slower than halo
> > emission <.4,.4,2> //half red&green? double blue? +??
> > intervals 12 //lower grainy (3 equals speed of halo)
> > samples 1,1 //higher slower if intervals is high too
> > scattering {4,<2.4,2.4,.5> extinction .25} //3X and 1/2? type 4
> > density {
> > spherical
> > density_map { //see the emission and scattering vectors
> > [ 0 rgb <0,0,1> ] //same
> > [ 1 rgb <.8,.8,1>*1.5 ] //one and a half times original
> > }
> > scale 2.0
> > turbulence sin(clock*2*pi)/4
> > }
> > }} //media&interior
> > hollow
> > scale <.3, 2, .1>
> > } //sphere
> > }
> >//END
>
> >> //--------------------------------------------------------
> >>
> >> #declare Exhaust = intersection {
> >> box { <-2,0,-2><2,10,2>
> >> pigment { Black }
> >> }
> >> sphere { 0, 2
> >> pigment { color rgbt <1, 1, 1, 1> }
> >> halo {
> >> emitting
> >> spherical_mapping
> >> linear
> >> color_map {
> >> [ 0 color rgbt <0, 0, 1, 1> ]
> >> [ 1 color rgbt <.8, .8, 1, -1> ]
> >> }
> >> samples 10
> >> scale 2.0
> >> turbulence sin(clock*2*pi)/4
> >> }
> >> hollow
> >> scale <.3, 2, .1>
> >> }}
> >>
> >> //--------------------------------------------------------
>
> --
> Marc van den Dikkenberg
> --
> The PowerBasic Archives -- http://www.xs4all.nl/~excel/pb.html
> All Basic Code Archives -- http://come.to/abcpackets
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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