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Tim Attwood nous apporta ses lumieres en ce 2007/11/13 03:23:
>> OK, to put it in few words. I need to simulate a laser. An object with
>> high ambient and radiosity looks like a good solution, but I *really* want
>> to avoid radiosity (hard to keep good quality on an animation, issues with
>> tiled rendering, etc). I guess it should be possible with media; but note
>> I'm a noob with media, so please explain slowly. The laser doesn't have to
>> be realistic at all. It's game graphics; highly-exaggerated will do.
>
> I've always liked bright emission medias for sci-fi lasers.
> Looks best on a dark background, IMO.
>
> cylinder {<-2,0,0>,<2,0,0>,0.2
> hollow
> material {
> texture {
> pigment {Clear}
> }
> interior {
> media {
> emission NeonBlue*7
> density {
> cylindrical
> rotate <0,0,90>
> scale <1,0.2,0.2>
> }
> }
> }
> }
> }
>
>
Personaly, I prefer this solution for an animation.
Emissive media render much faster than scattering media. It also mean that you
use 1 less light, another thing that can make your render a little faster.
A little trick: adjust the lenght of the cylinder to make it stop on an
obstacle. Use a trace from the laser toward it's target. Check the returned
normal, and if not zero, use the returned location for the far end of the
cylinder. For a normal of zero, just extend the cylinder a few 100 units.
--
Alain
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