POV-Ray : Newsgroups : povray.general : How to convert halo's to POV 3.1? : Re: How to convert halo's to POV 3.1? Server Time
12 Aug 2024 19:30:00 EDT (-0400)
  Re: How to convert halo's to POV 3.1?  
From: Bob Hughes
Date: 16 Jan 1999 02:38:59
Message: <36A04211.A96F02C3@aol.com>
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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