POV-Ray : Newsgroups : povray.general : How to make a laser (not necessarily realistic) : Re: How to make a laser (not necessarily realistic) Server Time
31 Jul 2024 04:25:39 EDT (-0400)
  Re: How to make a laser (not necessarily realistic)  
From: Alain
Date: 13 Nov 2007 10:15:51
Message: <4739bfa7$1@news.povray.org>
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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