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> Emitting media glows, rather than absorbing or scattering light. If
> radiosity is on and "media on" is used, it will take media into account
> when computing radiosity lighting, and emitting media (or brightly lit
> scattering media) will cast a glow on nearby surfaces.
I am, but I'm not seeing the result.
These sorts of sparks are <BRIGHT>, and even in outdoor full daylight, I
would expect to see them cast light on the scene. They are also <<LOUD>>
but there's no good way to convey that in pov ray. The charachter of the
sound is quite unique.
> (Media doesn't
> take radiosity into account, though...a bright surface won't illuminate
> nearby scattering media. That would be very slow, though it may be
> possible to make it reasonably fast with something like photon mapping.)
How can I get this to cast a noticeable light on the scene?
Here's my "fast" radiosity settings:
radiosity { pretrace_start 0.50
pretrace_end 0.005
count 50
error_bound 0.5
recursion_limit 1
media on
normal off
}
photons { spacing 1 }
max_trace_level 10
So here's my spark:
//The tight core, purple-white
#declare Discharge_Spark = object { cylinder { <-1,0,-10>, <1,0,10>, 4}
hollow
pigment { Clear }
interior { media { method 3
// 3
aa_level 4
// 4
aa_threshold 0.1
// 0.1
samples 16, 100
// Min 1, Max 1
intervals 1
// 10
ratio 0.9
// 0.9
confidence 0.9
// 0.9
variance 1/128
// 1/128
jitter 0
emission <10,10,12>
//High values obscure the core
density {
cylindrical
rotate
x*90
color_map
{ [ 0.00 Black ]
[ 0.40 rgb <0.15, 0.4, 1.0> * 0.02 ]
[ 0.85 rgb <0.15, 0.4, 1.0> * .1 ]
[ 0.95 rgb <0.05, 1.0, 0.05> * 5 ] //Accent
[ 0.96 rgb <0.15, 0.4, 1.0> * .2 ]
[ 0.99 rgb <0.15, 0.4, 1.0> * 60 ]
}
warp {
turbulence <0.1, 1, 0.1> // amount of turbulence
octaves 8 // 10- too much // optional turbulence modifiers
lambda 5 // 10 is "grainy"
omega 0.2 //0.1 sinuous 0.9 chaotic
}
}
}
}
scale<(1 * Inch),(1 *
Inch),(1 * Inch)>
}
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