POV-Ray : Newsgroups : povray.general : Media interaction with Spotlights : Re: Media interaction with Spotlights Server Time
6 Aug 2024 10:28:32 EDT (-0400)
  Re: Media interaction with Spotlights  
From: Dave Bates [{Norman}]
Date: 18 May 2002 14:36:04
Message: <3ce69f14@news.povray.org>
Bob.. That was, great.. the density was EXACTLY what I was looking for...

I appreciate all the help guys..
:)
D

"bob h" <omn### [at] charternet> wrote in message
news:3ce6778a@news.povray.org...
> "Dave Bates [{Norman}]" <dab### [at] msncom> wrote in message
> news:3ce66b6f$1@news.povray.org...
> >
> >     Okay here is my question.. I've played aroudn with this a bit.. I
> added
> > a "Container" box and see the Cone faintly.. but Is there a way to make
it
> > more intense without raising the intesity of the light?
>
> Ahh yes, the ever present question about media.
>
> It's a game of adjustment for me. I nearly always put a density {rgb 1}
> statement in so I can raise and lower both it and scattering until
something
> looks okay. However, what most often works is a lower 'extinction' value
> than the default (goes into scattering) of one. That way the media
brightens
> without changing the other parts.
> Having read Tim Nikias' reply from this morning, he's certainly right
about
> the scattering media darkening objects, like a fog does. It isn't always
> easy to balance out, hence extinction to the rescue. That thing about
> ratio... it's a bit of a refined way to tweak, and doesn't show much
change.
> See the following, using your scene again with box I added:
>
> media {
>     scattering { 1, color rgb .02
>          extinction .3 // lower brightens
>           }
> density {rgb 3} // higher can brighten light
>     method 3
>     samples 3 // 3 or more to adaptive sample (method 3)
>     ratio .9 // default
> }
>
> camera {
>     location <-4, 3, -5>*3
>     look_at .5
> }
>
> #declare spot_space=3.1;
> #declare max_run=125;
>
> #declare l_rad = 8;
> #declare l_x = .25;
> #declare l_z = -6;
>
> #while (l_z < max_run)
>     light_source {
>         <l_x, 5, l_z>
>         rgb <1,1,1>
>         spotlight
>         point_at <l_x, 0, l_z>
>         radius l_rad
>         falloff l_rad*2
>         tightness 25
>         media_attenuation on
>     }
>     #declare l_z = l_z + spot_space;
> #end
>
> box {-1,1 scale <30,15,60>
>         pigment {rgb <1,0,0>}
>         finish {ambient .6 diffuse .6}
>         hollow
> }
>
>
>


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.