POV-Ray : Newsgroups : povray.newusers : Laser Light Source with Photons... : Re: Laser Light Source with Photons... Server Time
2 Jun 2024 07:12:05 EDT (-0400)
  Re: Laser Light Source with Photons...  
From: Alain
Date: 13 Jul 2008 15:37:02
Message: <487a595e$1@news.povray.org>
Alain nous illumina en ce 2008-07-13 15:11 -->
> Frozenport.com nous illumina en ce 2008-07-13 00:50 -->
>> Hello,
>>
>> I am trying to create a cylindrical light source that will project 
>> something
>> visual similar to a laser. This light beam should then go rough some 
>> optical
>> component such as a prisim and then split into the appropriate patern.
>>
>> My problems is that I can not get the path of the light to either be 
>> visible or
>> to interact with the optical component.
>>
>> Here is the code I have to make a laser beam going straight down. How 
>> do I make
>> the beam visible and interact with optical components?
>>
>> #include "colors.inc"
>> #include "textures.inc"
>> #include "woods.inc"
>> #declare Use_Photons = yes;
>> plane { y, 0 texture{Chrome_Metal}}
>>
>> global_settings {
>> max_trace_level 10
>> photons {
>> count 1000000
>> autostop 0
>> media 1000
>> //jitter .4
>> max_trace_level 10
>> }
>> }
>>
>> light_source {<0,20,0> color White*.2 photons {reflection off}}
> With this, your photons will never get reflected, no mather the content 
> of the photon{} block of any object.
>> camera { location <2,10,7> look_at <0,0,0>}
>>
>> box {<10,10,10>, 0 pigment{ color Clear } photons{target on}}
> Is this box suposed to contain your medis? If so, you must add "hollow" 
> and an interion block defining the media used. For this object, remove 
> target on and add pass_through.
>>
>> // Right Barrier
>> box { <1,3,-10>, 0 texture{T_Wood14} translate <-6,0,4>}
>> // The  Slab
>> box { <2,1,-10>, 0  translate <1,0,4> interior{ior 1.5 }
>> finish{ ior 1.5 ambient 1 diffuse 1 reflection .9  }
> Why put the ior in the finish? It should ONLY apears in the interior block.
>> //now for the photons
>> photons { target refraction on reflection on pass_through on}
>>  }
> pass_trough on turn off photons interactions for that object. It's 
> similar to no_shadow.
>> //The LaserBox
>> box { <4,1,-2>, 0 texture{Candy_Cane} translate <5,0,0>}
>> //The LaserTip
>> cylinder {<0,0,0>,<0,5,0>,.1 texture{Chrome_Metal} translate 
>> <.75,-9.5,-1.25>
>> rotate<0,0,90>}
>> //The Photon Shooter
>> light_source {<0,5,0>  color Red cylinder  point_at <0,0,0> 
>> photons{reflection
>> on refraction on}}
> You may add parallel to the light. It will keep the beam tighter after 
> it have interacted with some object. The point of origin of that light 
> is coincident with one end of the cylinder. You should shift it a 
> little, or use the looks_like statement:
> Remove the "LaserBox" and alter the light_source as follow:
> light_source {<0,5,0>  color Red cylinder  point_at <0,0,0>
>     photons{reflection on refraction on}
>     looks_like{cylinder{<0,0,0>,<0,5,0>,.1 texture{Chrome_Metal}}}
> 
>>
>>
>>
> Curently, your scene don't have any media, resulting in an invisible beam.
> 
Another thing: your "Slab" object don't have any pigment, making it black and 
opaque. Make it: pigment{rgbt 1} photons{target relfection on refraction on}

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when you're starting to find these 
quotes more unsettling than funny.
     -- Alex McLeod a.k.a. Giant Robot Messiah


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