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> I made a candle lit with an emission media.
> When the background is black the flames look right, but as soon as I
> add the candle to my scene the fire looks too clear, even if I
> increase the amount of emission. What should I do?
> Should I add absorption or scattering media to the fire ?
I asked almost exactly the same 2 month ago in povray.newusers, and
someone gave me a solution which works for me:
Duplicate your complete emission media, and in the duplicate, replace
emission by absorption. Then replace all color-components by 1 -
color-components. e.g. <1,0,0.4> becomes <1-1,1-0,1-0.4> = <0,1,0.6>. To
get it look right, i then had to multiply emission and absorption
color...
This is what i have so far. It's not completely like I want it yet, but
maybe it gives you an idea:
#declare m_flame=
material{
texture
pigment { color rgbf 1 }
finish { ambient 1 diffuse 0 }
}
interior
media {
intervals 40
emission rgb 5
density
spherical
color_map
[0.0 color rgb <0,0,0>]
[0.3 color rgb <1,.6,0>]
[0.5 color rgb <1,.8,0>]
[1.0 color rgb <1,1,1>]
}
warp {
black_hole <0,0,-1> 2
falloff 1
strength 1
inverse
}
warp {
black_hole <0,0,1> 2
falloff 1
strength 1
}
}
}
media {
intervals 40
absorption rgb 8
density
spherical
color_map
[0.0 color rgb <0,0,0>]
[0.3 color rgb <0,.4,1>]
[0.5 color rgb <0,.2,1>]
[1.0 color rgb <0,0,0>]
}
warp {
black_hole <0,0,-1> 2
falloff 1
strength 1
inverse
}
warp {
black_hole <0,0,1> 2
falloff 1
strength 1
}
}
}
}
}
camera
location y*-5
up z
right x*4/3
direction y
}
plane {
y,10
material {
texture {
pigment {checker}
finish {ambient .5}
}
}
hollow
}
sphere {
<0, 0, 0> 1
material {
m_flame
}
scale <.3 1 1>
hollow
}
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