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"B-rat" <Bra### [at] gmailcom> wrote in message
news:web.43e506cc9034a67279d64170@news.povray.org...
> for at the moment, the problem being that i cant determin exactly where it
> will start and where it will end...
Oh... yeah... I overlooked that aspect, sorry.
I'm not sure if it could be done in a better way than the following example.
The problem is with the starting point having to be at the origin instead of
any vector, which then necessitates that object (the firing ship?) being
positioned correctly first. But at least the target can be anyplace (I
think-- I didn't check negative vectors). Chances are it could be done
another way but this is all I came up with.
#include "transforms.inc"
#declare A = 0; // origin (where beam begins)
#declare B = <6,4,2>; // beam target location
#declare W = 0.2; // width of beam
cylinder {A, B, W
hollow
texture {pigment {color rgbf 1}}
interior {
media {
scattering {1, color rgb <0.9,0,0.3> extinction 0}
emission <0.9,0,0.3>*3
absorption <0.3,0.9,0.3>*9
method 3
density {
cylindrical
density_map {
[0 rgb 0]
[0.5 rgb <1,1,1>]
[1 rgb <3,3,3>]
}
scale W
Point_At_Trans(B)
}
}
}
}
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