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> In article <3aa9b3cc@news.povray.org> , "John M. Dlugosz"
> <joh### [at] dlugoszcom> wrote:
>
> > Could someone with immediate knowledge of this feature help me out and
tell
> > me the equivilent statement in the current POV version?
> >
> > See http://www.dlugosz.com/Artwork/POV/lamp1.JPG for the picture: this
is
> > your basic glowing effect.
> >
> > light_source {
> > <0,0,0>
> > color White
> > looks_like {
> > sphere { 0, 1
> > pigment { color rgbt <1, 1, 1, 1> }
> > halo {
> > emitting
> > spherical_mapping
> > linear
> > color_map {
> > [ 0.0 color rgbt <1, 1, 0, .999999> ]
> > [ 0.5 color rgbt <1, 1, 0, 0.5> ]
> > [ 0.8 color rgbt <1, 1, 1, 0> ]
> > [ 1.0 color rgbt <1, 1, 1, 0> ]
> > }
> > samples 10
> > }
> > hollow
> > scale <3,1.5,1.5>
> > } //end sphere
> > } // end looks_like
> > translate y*9.7
> > }
This might be about right:
#declare D=.75;
sphere {0,1
pigment {rgbt 1}
interior {
media {
intervals 6
samples 30,30 // method 2 // use less intervals and samples in
MegaPOV
emission <1,1,0>
density {
spherical
density_map {
[0 rgb<1,1,0>*0*D]
[.5 rgb<1,1,0>*.5*D]
[.8 rgb<1,1,1>*D]
[1 rgb<1,1,1>*D]
} }
} }
scale <3,1.5,1.5>
hollow
}
MegaPOV allows for much faster renders with method 2 used in the media
statement while also keeping it smoother with less samples (and intervals).
However unequal min and max samples is usually grainy.
Bob H.
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