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Too bad there is no easy way to translate it. There should at least be
rules of thumb, and guidelines like how to get a similar effect, what
parameters make it "tighter" or "fuzzier" etc.
--John
"Bob H." <omn### [at] msncom> wrote in message
news:3a9f2789@news.povray.org...
> To be blunt, it's not a straight changeover going from halo to media, it
can
> take a lot of adjustment and still might not be exactly reproduced.
> The following might be about what you had before, I couldn't check since
> this PC doesn't have POV-Ray 3.0 on it. Looks about like what you might
> have intended.
>
> Bob H.
>
> sphere {
> < 0, 1, 0>, 2
> pigment {
> color rgbt < 1, 1, 1, 1>
> }
> interior {
> media {
> intervals 5 samples 10, 20
> emission <2,1,1> // color adjust here or use scattering {}
> density {
> spherical
> turbulence 1.5
> density_map {
> [ 0.0 rgb < 0.01, 0, 0> ] // less fades
> [ 1.0 rgb < 1, 1, 0> ] // more is denser
> } // density_map
> } // density
> } // media
> } // interior
> hollow
> }
>
>
>
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