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"Stephen McAvoy" <mca### [at] aol com> 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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