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Bob.. That was, great.. the density was EXACTLY what I was looking for...
I appreciate all the help guys..
:)
D
"bob h" <omn### [at] charter net> wrote in message
news:3ce6778a@news.povray.org...
> "Dave Bates [{Norman}]" <dab### [at] msn com> wrote in message
> news:3ce66b6f$1@news.povray.org...
> >
> > Okay here is my question.. I've played aroudn with this a bit.. I
> added
> > a "Container" box and see the Cone faintly.. but Is there a way to make
it
> > more intense without raising the intesity of the light?
>
> Ahh yes, the ever present question about media.
>
> It's a game of adjustment for me. I nearly always put a density {rgb 1}
> statement in so I can raise and lower both it and scattering until
something
> looks okay. However, what most often works is a lower 'extinction' value
> than the default (goes into scattering) of one. That way the media
brightens
> without changing the other parts.
> Having read Tim Nikias' reply from this morning, he's certainly right
about
> the scattering media darkening objects, like a fog does. It isn't always
> easy to balance out, hence extinction to the rescue. That thing about
> ratio... it's a bit of a refined way to tweak, and doesn't show much
change.
> See the following, using your scene again with box I added:
>
> media {
> scattering { 1, color rgb .02
> extinction .3 // lower brightens
> }
> density {rgb 3} // higher can brighten light
> method 3
> samples 3 // 3 or more to adaptive sample (method 3)
> ratio .9 // default
> }
>
> camera {
> location <-4, 3, -5>*3
> look_at .5
> }
>
> #declare spot_space=3.1;
> #declare max_run=125;
>
> #declare l_rad = 8;
> #declare l_x = .25;
> #declare l_z = -6;
>
> #while (l_z < max_run)
> light_source {
> <l_x, 5, l_z>
> rgb <1,1,1>
> spotlight
> point_at <l_x, 0, l_z>
> radius l_rad
> falloff l_rad*2
> tightness 25
> media_attenuation on
> }
> #declare l_z = l_z + spot_space;
> #end
>
> box {-1,1 scale <30,15,60>
> pigment {rgb <1,0,0>}
> finish {ambient .6 diffuse .6}
> hollow
> }
>
>
>
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