POV-Ray : Newsgroups : povray.text.tutorials : Exhaust color : Re: Exhaust color Server Time
28 Apr 2024 10:55:10 EDT (-0400)
  Re: Exhaust color  
From: Jerry
Date: 16 Jul 1999 16:38:23
Message: <jerry-1607991338220001@cerebus.acusd.edu>
In article <378ea698@news.povray.org>, "John Bauman"
<bau### [at] ptdprolognet> wrote:

>Jerry wrote in message ...
>>In article <378cf848@news.povray.org>, "John Bauman"
>><bau### [at] ptdprolognet> wrote:
>>
>>>I'm making plasma exhaust for the ship that I'm building.
>>>I'm very unhappy with the fact that it is only a little blue only on the
>>>edges.
>>>There isn't any density type called conical, so what should I do?
>>
>>You might be able to fake a conical density type by multiplying a
>>cylindrical density type with gradient y?
>I did a gradient y, but I dont know how to multiply a cylindrical density by
>it

Basically you just stick multiple densities after each other and they multiply:

#declare Final_Render = 1;
//units in feet
//east is negative x
//north is positive z

#include "colors.inc"
#include "skies.inc"
#include "woods.inc"



#if (Final_Render > 0)
   #declare minsamples = 2;
   #declare maxsamples = 12;
   #declare fogvariance = 40/1000;
   #declare fogconfidence = 0.98;
   #declare fogintervals=1;
#else
   #declare minsamples = 1;
   #declare maxsamples = 4;
   #declare fogvariance = 100/1000;
   #declare fogconfidence = 0.7;
   #declare fogintervals=1;
#end
cylinder {
   <0,0,0>,<0,1,0>,1.0001
   pigment {
      color rgbf <1,1,1,1>
   }
   interior {
      media {
         scattering {  1, 1}
         intervals fogintervals
         samples minsamples, maxsamples
         confidence fogconfidence
         variance fogvariance
         density {  
            gradient y
            color_map {
               [0 color rgb <1, 1, 1>]
               [1 color rgb <0, 0, 0>] 
            }
         }

         density {
            cylindrical
            color_map {
               [0.0  color rgb <0,0,0>]
               [1.0  color rgb <1,1,1>]
            }
         }
      }
   }
   hollow
   scale 2
}



camera {
   location <0,.3,-4>
   look_at <0,.5,0>
}

light_source {
   <-100,500,-75>,
   color White
}

sky_sphere {
   pigment {
      gradient y
      pigment_map {
         [0.01 rgb <0.847, 0.749, 0.747> ] // horizon
         [0.25 P_Cloud2 scale 0.25 rotate z*5]
         [0.60 P_Cloud3 scale <0.25, 0.15, 0.25> rotate z*10]
      }
   }
}


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