POV-Ray : Newsgroups : povray.newusers : How to create a beam inside a glass? : Re: How to create a beam inside a glass? Server Time
29 Jul 2024 18:27:38 EDT (-0400)
  Re: How to create a beam inside a glass?  
From: Bob Hughes
Date: 21 May 2005 23:53:14
Message: <4290022a$1@news.povray.org>
"Stephen McAvoy" <mca### [at] aolcom> wrote in message 
news:rfkv81dbqoermkgpcklfljhkmihtvvh4mb@4ax.com...
> I did a quick scene in Moray so look out for different coordinate
> system. (Z is up) I hope this helps.
>
> BTW I am not renowned for my textures or media.

Well, Stephen, probably good enough, though, eh? One might say, 'Practice 
makes perfect, but never in POV'.

I tried your example, changed the scattering and extinction so the beams of 
light show up in a much better way.

Don't know why Moray won't keep those decimals trimmed. Guess that's to make 
it read less human. Ha ha. Also, the transmit it has in scattering colors is 
ignored by POV, FAIK, unless anything has changed lately.

I needed to fix a few lines that word wrapped, so hopefully Ziyan has gotten 
around that, if it happened. And just as a side note, I'm using the new beta 
of 3.7 and it doesn't like hf_gray_16 being in there, nor the 
max_intersections. No idea why, ATM, just pointing this out.

So here's those medias (only) for you, Ziyan:

#declare Scattering =
   material  // air or atmosphere
   {
      texture
      {
         pigment
         {
            color rgbt <0.5, 0.5, 0.5, 1.0>
         }
      }
      interior
      {
         media  // MyAtmosphere_1_1
         {
            variance 1.0/128
            scattering
            {
               1 ,  rgb <0.3, 0.3, 0.3> // 10X more now
               extinction 0.1 // less extinction than before
            }
         }
      }
   }

#declare Scattering_1 =
   material  // cylinder object
   {
      texture
      {
         pigment
         {
            color rgbt <0.0, 0.0, 0.0, 1.0>
         }
      }
      interior
      {
         ior 1.3
         media  // MyAtmosphere_1_1_1
         {
            variance 1.0/128
            scattering
            {
               1 ,  rgb <0.5, 0.5, 0.5> // less scatter now
               extinction 0.5 // more extinction here
            }
         }
      }
   }


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