POV-Ray : Newsgroups : povray.newusers : Re: converting an old Halo : Re: converting an old Halo Server Time
5 Nov 2024 01:25:59 EST (-0500)
  Re: converting an old Halo  
From: John M  Dlugosz
Date: 10 Mar 2001 21:54:06
Message: <3aaae8ce$1@news.povray.org>
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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