POV-Ray : Newsgroups : povray.newusers : for once a question on why something does what it does insted of how to do something : Re: for once a question on why something does what it does insted of how to do something Server Time
5 Nov 2024 15:57:18 EST (-0500)
  Re: for once a question on why something does what it does insted of how to do something  
From: Bob Hughes
Date: 13 Jul 1999 01:24:34
Message: <378ACD76.725DF5DE@aol.com>
Basically you have a 'scattering'-only media there, for one thing, and
'intervals' is going to matter most. Use a large intervals number to get
smoother "atmospheric" media, smaller number for speckles. It helps
greatly (even required almost) to have a "world container" object
instead of nothing at all or 'sky_sphere' or 'background' alone when
trying for smooth media. The container helps to confine the media
better. Use 'density' in it too and you'll see a change.
As you may find, 'media' is not a well known subject, by all anyway.
Mostly well known for it's peculiarities as you have seen. Keep reading
and asking about it.


daishi wrote:
> 
> first off I'm a newbie pov user so if I state anything bare with me
> (only using pov around 2 weeks)
> 
> anywho I was messing around with the media keyword trying to get some
> kind of volumetric lighting in the scene I was working in, and since the
> pov-ray docs are pretty lacking in there explination of the media
> keyword I opened up one of the sameple files and copy and pasted the
> code
> 
> now what I was trying to do was get a solid blue beam of light, but
> insted what I got looks more like a particle stream. which is really
> cool and I'm glad I got it, but I'd like to know why it did what I
> did...I'd like to be able to reproduce that effect and actully
> understand the media keyword since it's kinda complicated
> 
> anyway here is the code I used for the light (image is available here
> http://www.angelfire.com/on2/lycsorp/images/silence640x480.jpg )
> ----------
> //-----
> //-----
> //define particulate media
> media {
>   intervals 20
>   scattering {3, rgb .02}
>   samples 1, 10
>   confidence 0.9999
>   variance 1/1000
>   ratio 0.9
> }
> 
> //-----
> //-----
> light_source {
> <0,10,initial_depth>
> color rgb <1,1,2>*100
> cylinder
> point_at <0,0,initial_depth>
> radius 10
> falloff 10
> media_attenuation on
> }
> -------
> so if someone wants to explain why the light beam looks like a particle
> srteam I would be most greateful,
> thanks!!
> 
> P.S this is really for the pov team. I've been using bryce (*gags*)
> before to do my rednering and I just couldn't handle the freaking klunky
> interface so I tried out pov and boy am I impressed!!! for free it does
> more then a lot of programs I've seen and since it's really just a
> programing language it's more powerful. great job and keep up the good
> work!!

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto://inversez@aol.com?Subject=PoV-News


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.