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Was straight from a render to posting it. Not that it means anything the
way things are going at the moment while I try to track down a weird
transparency thing {bug} :-)
Oh, make sure the area remains 'hollow' for that cone media of course, if
you add things into your scene you don't want a plane or surrounding sphere
to cut off the media. And there was a ground plane so that will be seen to
cut through the cone of light, however out beyond it.
bob h
"Mitchell Waite" <mit### [at] dnaicom> wrote in message
news:3c4533c4$1@news.povray.org...
> Bob have you tried this? I get completely black when I run it in 3.5. When
I
> run the prior one I do get a spot light but it has a strange anomoly where
> there seems to be a change in shade at about one third down the cone.
>
> "bob h" <omn### [at] charternet> wrote in message
> news:3c424849$1@news.povray.org...
> > Here it is with scattering so shadows show up in the light beam.
> > Admittedly, I don't know geometry well enough to keep the distance and
> width
> > of light beam in sync. Must be a formula for keeping angle relative to
> the
> > cone apex height and base diameter ratio.
> > BTW, this was fairly quick for me to render.
> >
> > #declare F=1.333; // fudge factor
> > #declare D=10*F; // distance
> > #declare S=5*F; // scale
> >
> > #declare ConeOfLite=
> > cone {
> > 0,0,y,1
> > pigment {rgbt 1}
> > interior {
> > media {
> > emission 1/3/S // intensity of air glow
> > scattering {1,0.2}
> > density {
> > cylindrical
> > }
> > }
> > }
> > scale <S,D,S> // x and z are width, y is length or distance
> > hollow
> > }
> >
> > light_source {
> > 0, 1
> > spotlight
> > point_at y
> > radius 6*S
> > falloff 12*S
> > looks_like {ConeOfLite}
> > rotate <120,90,0> translate <-3,2,0>
> > }
> >
> > plane {y,-1
> > pigment {rgb <.9,.6,.3>}
> > }
> >
> > sphere {0,1 pigment {rgb .5}}
> >
> >
> >
>
>
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