|
![](/i/fill.gif) |
>I was wondering how to achieve the effect of seeing
> dust motes as glowing specks in a light ray. I tried
> using scattering media but then I also got black spots
> outside the light ray. Of course I could just restrict
> the container but I'm looking for a more "purist" way
> to understand how real dust motes work ;)
If you think about it, a dust mote is essentially clear
under normal conditions, the bright parts you see
in a light ray are the bright highlights.
#include "colors.inc"
camera {
location <0.0, 0.5, -4.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
background {Black}
light_source {
<0,10,0>
color <1,1,1>*3
spotlight
point_at <0,-1,0>
radius 2.5
falloff 5
}
#default {finish{ambient 0 diffuse 1}}
plane {y,-1 pigment{checker White Blue}}
box { // media container
<-2,-1,-2>,<2,9.9,2>
hollow
material {
texture {
pigment {
Clear
}
}
interior {
media {
scattering {
1,<1,1,1>*0.2
}
}
}
}
}
#declare mote = triangle {
<0,0,0>,<0.01,0,0>,<0,0.01,0.005>
hollow // hollow is important because of the media
texture {
pigment {Clear}
finish{
specular 1
roughness 0.5
}
}
};
#declare s = seed(1);
#declare c = 0;
#while (c<5000)
#declare loc = <rand(s)*4-2,rand(s)*4-0.99,rand(s)*4-2>;
object {mote
rotate <0,rand(s)*360,0>
translate loc
}
#declare c=c+1;
#end
Post a reply to this message
|
![](/i/fill.gif) |