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"CAD-Andi" <nomail@nomail> schreef in bericht
news:web.4d8600f95784deadb642fbb20@news.povray.org...
> "Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
>
>>
>> I am working on a night scene with halos around light sources. I use an
>> emission media with a spherical density.
>>
>> Thomas
>
> Hi Thomas!
> Do you happen to have a small code example to get me started? Would be
> awesome!
>
Of course. This is the code I use.
//-----------------------------------------------start code
#local HaloScale = 100;
#local colLum = rgb <1.0, 1.0, 0.9>; // light color
#local haloTurb = 0.1; // outer halo turbulence
#local haloStrength = 0.5; // inner and outer halo intensity
(outer halo is 50% inner halo intensity)
#local DensityShift = 0.9; // shifts the density within the media
#local DensityHalo =
density {
spherical
turbulence haloTurb
color_map {
[0.4 rgb 0]
[0.8 colLum*haloStrength*0.05]
[1.0 colLum*haloStrength*0.5]
}
scale <1, 1, 1>
translate DensityShift*y
}
#local mediaHalo =
media {
emission haloStrength*0.5
intervals 1
samples 100
confidence 0.9999
variance 1/10
density {DensityHalo}
}
#declare LampHalo =
sphere {0, 1
texture {pigment {rgb 0 transmit 1} finish {ambient 0 diffuse 0}}
interior {media {mediaHalo}}
hollow no_shadow
translate -DensityShift*y
scale HaloScale
translate <-0.09911, 1.861, 0.0> //locate halo center a bit within the
lamp shade
}
#declare LampHalo2 =
sphere {0, 1
texture {pigment {rgb 0 transmit 1} finish {ambient 0 diffuse 0}}
interior {
media {
scattering {1, (colLum*0.05)/200}
}
}
hollow no_shadow
scale 200
translate <Max.x, Max.y, 1>
}
#macro Lamp(Force,Area,FD)
light_source {
<-0.6221, 3.953, 0.0>,
colLum*Force
#if (Area)
area_light
<1.0, 0, 0> <0, 0, 1.0>
3, 3
adaptive 1
jitter
circular
orient
#end
fade_distance FD
fade_power 2
//looks_like {sphere {0, 1.0 pigment {rgb <1,1,1>} finish {emission 1}}}
}
#end //of macro
//-----------------------------------------------end code
Thomas
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