|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I havent quite figured out how yet, but I would like to simulate a
laser beam type of light, (any color, dosent matter) going through a
fog or smoke filled enviroment, (such as when you shine a laser
pointer through a smoke filled room, and can see the path of the
beam.)
If anyone has any hints or suggestions as to how this can be done, i
would apperciate it.
Thanks
Dave
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On Sun, 28 May 2000 07:10:25 GMT, est### [at] jetcablecom (Dave Rich)
wrote:
>I havent quite figured out how yet, but I would like to simulate a
>laser beam type of light, (any color, dosent matter) going through a
>fog or smoke filled enviroment, (such as when you shine a laser
>pointer through a smoke filled room, and can see the path of the
>beam.)
The easiest thing to do is to use a semitransparent cylinder with a
high ambient. Or use a cylinder with an emiting media. If you want to
do it more realistically, you'll have to use media. Give your room an
interior and fill it with scattering media, then make sure your laser
beam (a light source) interracts with it. MegaPOV will help a lot
here, with true cylindrical lights, fast media, photons and media
photons, projected_through etc.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
The most accurate method would be to fill the room with scattering media, and
shine a cylindrical light source through it. However this will take long time to
render.
You can 'fake' it by using fog (or absorbing and emitting media) for the
atmosphere, and a long cylinder filled with emitting media for the laser beam.
Generally this setup should look good enough and render pretty fast.
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
You could use Margus's method but it would result in a uniform laser. To
make it more realistic try using a turbulated density such as:
cylinder{
<0,0,0>,<0,0,1>,0.5 //create a cylinder of .5 units along the z axis
pigment{
color rgbt <1,1,1,1>
}
media{
samples 20,20 // might want to increase these
emission <1,0,0> //emit a red laser
density{
gradient z
turbulence 0.5
}
}
}
The above is pretty basic but with a little (or a lot of) tweaking can end
up pretty spectacular
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|