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When I said radiosity affects media, well, that was a misnomer. I was
checking about this just tonight as I finally thought on this some more and
tried a test scene to be sure it could work okay.
Seems that media affects radiosity instead of the other way around. For
example, a very diffuse white block below a clear tube filled with red media
(emission <1,0,0>) will glow red, but the media won't be brightened by the
block FAIK. Without light sources there's no way to scatter the light into
the media so the block will remain dark unless ambient and even so the media
remains unaffected..
Sorry that I led you astray. So for doing that I'll try and make up for it
by giving an example of something like what you asked about, even if it
might not be exactly the same thing I thought you might have been asking.
The following script is a quick hack, so please keep that in mind. Photons
optional.
Bob
/* tube glowing red from light below it */
global_settings {
assumed_gamma 1.0
ambient_light 0//1
radiosity {
count 123
brightness 1
media on
}
photons {
count 5000 // increase...?
media 100, 2
}
}
sphere {
0,100
pigment {color rgb 0.5}
inverse
}
camera {
location <1,2,-6>
angle 50
look_at -y
}
box {
-1,1
pigment {
color rgb 1
}
finish {
ambient 1
diffuse 1
}
scale <2,0.5,1>
translate -2.01*y
photons {
target 0
collect off
}
}
light_source { // between cylinder and box
-1.125*y,1
photons {
refraction on
reflection off
}
}
cylinder {
-y,+y,0.5
pigment {
color rgbt 1
}
interior {
ior 1.48
fade_distance 0.25
media {
samples 15
emission <1,0,0>//10 // divide by 10 if using photons
absorption <0.1,0.1,0.1>
scattering {
2,<0.5,0,0>//10 // divide by 10 if using photons
}
density {
function {abs(y)}
density_map {
[0 rgb 0] // use rgb 1 for even distribution
[1 rgb 1]
}
scale 2
translate y
}
}
}
hollow
photons {
target 0 // 1 for photons effect
refraction on
reflection off
collect off
}
}
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