POV-Ray : Newsgroups : povray.general : Re: Big whopping sparks : Re: Big whopping sparks Server Time
3 Aug 2024 10:19:53 EDT (-0400)
  Re: Big whopping sparks  
From: Dave VanHorn
Date: 20 May 2004 01:10:52
Message: <40ac3ddc$1@news.povray.org>
> Emitting media glows, rather than absorbing or scattering light. If
> radiosity is on and "media on" is used, it will take media into account
> when computing radiosity lighting, and emitting media (or brightly lit
> scattering media) will cast a glow on nearby surfaces.

I am, but I'm not seeing the result.
These sorts of sparks are <BRIGHT>, and even in outdoor full daylight, I
would expect to see them cast light on the scene.  They are also <<LOUD>>
but there's no good way to convey that in pov ray.  The charachter of the
sound is quite unique.


> (Media doesn't
> take radiosity into account, though...a bright surface won't illuminate
> nearby scattering media. That would be very slow, though it may be
> possible to make it reasonably fast with something like photon mapping.)

How can I get this to cast a noticeable light on the scene?


Here's my "fast" radiosity settings:
                  radiosity { pretrace_start 0.50
                              pretrace_end   0.005
                              count 50
                              error_bound 0.5
                              recursion_limit 1
                              media on
                              normal off
                            }
                  photons { spacing 1 }
                  max_trace_level 10

So here's my spark:

//The tight core, purple-white
#declare Discharge_Spark = object { cylinder { <-1,0,-10>, <1,0,10>, 4}
                                      hollow
                                      pigment { Clear }
                                      interior { media { method 3
// 3
                                                         aa_level 4
// 4
                                                         aa_threshold 0.1
// 0.1
                                                         samples 16, 100
// Min 1, Max 1
                                                         intervals 1
// 10
                                                         ratio 0.9
// 0.9
                                                         confidence 0.9
// 0.9
                                                         variance 1/128
// 1/128
                                                         jitter 0
                                                         emission <10,10,12>
//High values obscure the core
                                                         density {
cylindrical
                                                                   rotate
x*90
                                                                   color_map
{ [ 0.00 Black ]

[ 0.40 rgb <0.15, 0.4, 1.0> *  0.02 ]

[ 0.85 rgb <0.15, 0.4, 1.0> *  .1 ]

[ 0.95 rgb <0.05, 1.0, 0.05> *  5 ] //Accent

[ 0.96 rgb <0.15, 0.4, 1.0> *  .2 ]

[ 0.99 rgb <0.15, 0.4, 1.0> * 60 ]
                                                                            
 }
                                                                   warp {
turbulence <0.1, 1, 0.1>     // amount of turbulence

octaves 8 // 10- too much         // optional turbulence modifiers

lambda 5 // 10 is "grainy"

omega 0.2 //0.1 sinuous 0.9 chaotic
                                                                        }
                                                                  }
                                                        }
                                                }
                                                  scale<(1 * Inch),(1 *
Inch),(1 * Inch)>
                                                  }


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