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Thanks for the quick fix. I suppose I can play with the map to get the
gradiation just right... but, puzzle me this:
1) textures look different, such as the floor.
2) the light is backwards! In the new image, there is a bright stripe from
lower-left to mid-right along the floor, when in the original it's a dark
shadow. Huh??
See the render at http://green.dlugosz.com/files/lamp1.3.jpg and you can
find the source file at lamp1.3.pov in the same path.
I used MegaPOV 0.4a and did enable it in the source. I get the same result
if I comment out the "version unofficial".
TIA,
--John
"Bob H." <omn### [at] msncom> wrote in message
news:3aa9c74d@news.povray.org...
> > In article <3aa9b3cc@news.povray.org> , "John M. Dlugosz"
> > <joh### [at] dlugoszcom> wrote:
> >
> > > Could someone with immediate knowledge of this feature help me out and
> tell
> > > me the equivilent statement in the current POV version?
> > >
> > > See http://www.dlugosz.com/Artwork/POV/lamp1.JPG for the picture: this
> is
> > > your basic glowing effect.
> > >
> > > light_source {
> > > <0,0,0>
> > > color White
> > > looks_like {
> > > sphere { 0, 1
> > > pigment { color rgbt <1, 1, 1, 1> }
> > > halo {
> > > emitting
> > > spherical_mapping
> > > linear
> > > color_map {
> > > [ 0.0 color rgbt <1, 1, 0, .999999> ]
> > > [ 0.5 color rgbt <1, 1, 0, 0.5> ]
> > > [ 0.8 color rgbt <1, 1, 1, 0> ]
> > > [ 1.0 color rgbt <1, 1, 1, 0> ]
> > > }
> > > samples 10
> > > }
> > > hollow
> > > scale <3,1.5,1.5>
> > > } file://end sphere
> > > } // end looks_like
> > > translate y*9.7
> > > }
>
> This might be about right:
>
> #declare D=.75;
>
> sphere {0,1
> pigment {rgbt 1}
> interior {
> media {
> intervals 6
> samples 30,30 // method 2 // use less intervals and samples in
> MegaPOV
> emission <1,1,0>
> density {
> spherical
> density_map {
> [0 rgb<1,1,0>*0*D]
> [.5 rgb<1,1,0>*.5*D]
> [.8 rgb<1,1,1>*D]
> [1 rgb<1,1,1>*D]
> } }
> } }
> scale <3,1.5,1.5>
> hollow
> }
>
> MegaPOV allows for much faster renders with method 2 used in the media
> statement while also keeping it smoother with less samples (and
intervals).
> However unequal min and max samples is usually grainy.
>
> Bob H.
>
>
>
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