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> That said, can anyone help me with converting the following code? Thanks!
>
One way to convert an old 3.5 halo is to break the single
halo statment into three media statments, with each of
the medias representing a single RGB color.
So...
halo
{
cubic
max_value 3 spherical_mapping glowing
colour_map {[0 color rgbt <1,0,0,1>][1 color rgbt <1,1,0,0>]}
}
becomes something like...
material {
texture {
pigment {Clear}
}
interior {
media {
emission <1,0,0>
density {
spherical
color_map {
[0 rgb 0]
[1 rgb 1]
}
}
}
media {
emission <0,1,0>
density {
spherical
color_map {
[0.0 rgb 0]
[0.25 rgb 0]
[0.5 rgb 0.1]
[1.0 rgb 1]
}
}
}
// blue media left off because it's all zero
}
}
Note the uneven density of the green, this is because the
falloff of green values is not linear in the halo, it's a
combination of color fade and transparency fade.
To get a good result you need to experiment with the
density maps, it's not an exact match.
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