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I think that the main problem resides in the definition of the sphere.
Try this:
sphere {<0, 0, 0>, 100 hollow
pigment {color rgbf <1, 1, 1, 1>}
finish { ambient 0 diffuse 0 }
interior {
media {
emission color rgb<1.0,0.75,0.1>*1.75
intervals 1
samples 100
//confidence 0.9999
//variance 1/100
density {spherical
ramp_wave
turbulence 0.15
color_map {
[0.0 color rgb <0.0,0.0,0.0>]
[0.6 color rgb <0.8,0.3,0.0>]
[0.9 color rgb <1.0,0.8,0.3>]
[1.0 color rgb <1.0,1.0,0.1>]
} // end color_map
scale <1,3.5,1>*10
} // end of density
} // end of media
} // end interior
translate <0,270,0>
} // end sphere
This initialises the sphere at the origin and only translates it to its
final position when everything is in place. Also increase the radius to
make the sphere visible at all. Somehow the scale of the density needs
to be scaled up too.
However, I am not too sure how the flame should look like in the end.
Something you can do also is change the turbulence value to <0.15, 1.0,
0.15>.
With all these settings I get the image I upload to p.b.i.
Thomas
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