POV-Ray : Newsgroups : povray.text.tutorials : Exhaust color : Re: Exhaust color Server Time
28 Apr 2024 04:10:55 EDT (-0400)
  Re: Exhaust color  
From: John Bauman
Date: 17 Jul 1999 17:00:46
Message: <3790eefe@news.povray.org>
I got it, i used radial (thanks tom the person who submitted the first
candle to povbjects).
Jerry wrote in message ...
>In article <378ea698@news.povray.org>, "John Bauman"
><bau### [at] ptdprolognet> wrote:
>
>>Jerry wrote in message ...
>>>In article <378cf848@news.povray.org>, "John Bauman"
>>><bau### [at] ptdprolognet> wrote:
>>>
>>>>I'm making plasma exhaust for the ship that I'm building.
>>>>I'm very unhappy with the fact that it is only a little blue only on the
>>>>edges.
>>>>There isn't any density type called conical, so what should I do?
>>>
>>>You might be able to fake a conical density type by multiplying a
>>>cylindrical density type with gradient y?
>>I did a gradient y, but I dont know how to multiply a cylindrical density
by
>>it
>
>Basically you just stick multiple densities after each other and they
multiply:
>
>#declare Final_Render = 1;
>//units in feet
>//east is negative x
>//north is positive z
>
>#include "colors.inc"
>#include "skies.inc"
>#include "woods.inc"
>
>
>
>#if (Final_Render > 0)
>   #declare minsamples = 2;
>   #declare maxsamples = 12;
>   #declare fogvariance = 40/1000;
>   #declare fogconfidence = 0.98;
>   #declare fogintervals=1;
>#else
>   #declare minsamples = 1;
>   #declare maxsamples = 4;
>   #declare fogvariance = 100/1000;
>   #declare fogconfidence = 0.7;
>   #declare fogintervals=1;
>#end
>cylinder {
>   <0,0,0>,<0,1,0>,1.0001
>   pigment {
>      color rgbf <1,1,1,1>
>   }
>   interior {
>      media {
>         scattering {  1, 1}
>         intervals fogintervals
>         samples minsamples, maxsamples
>         confidence fogconfidence
>         variance fogvariance
>         density

>            gradient y
>            color_map {
>               [0 color rgb <1, 1, 1>]
>               [1 color rgb <0, 0, 0>]
>            }
>         }
>
>         density {
>            cylindrical
>            color_map {
>               [0.0  color rgb <0,0,0>]
>               [1.0  color rgb <1,1,1>]
>            }
>         }
>      }
>   }
>   hollow
>   scale 2
>}
>
>
>
>camera {
>   location <0,.3,-4>
>   look_at <0,.5,0>
>}
>
>light_source {
>   <-100,500,-75>,
>   color White
>}
>
>sky_sphere {
>   pigment {
>      gradient y
>      pigment_map {
>         [0.01 rgb <0.847, 0.749, 0.747> ] // horizon
>         [0.25 P_Cloud2 scale 0.25 rotate z*5]
>         [0.60 P_Cloud3 scale <0.25, 0.15, 0.25> rotate z*10]
>      }
>   }
>}


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