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I am using a series of coloured lights as a part of the scene that are not
used to illuminate the area around. Rather like street lights during the
daylight hours........ I am using the Light_Fading to keep control over the
output.
However, from any distance the light simply gets lost so I need some sort of
a 'halo' effect to juice up the local area.
I have not had much sucess with media and I would like to find an example of
a similar use.
Can somebody please stear me ?
David
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In article <3a186773@news.povray.org>, "David Vincent-Jones"
<geo### [at] galaxynetcom> wrote:
> I am using a series of coloured lights as a part of the scene that
> are not used to illuminate the area around. Rather like street lights
> during the daylight hours........ I am using the Light_Fading to keep
> control over the output.
>
> However, from any distance the light simply gets lost so I need some
> sort of a 'halo' effect to juice up the local area.
There are several options:
The "highlight glow" method: You can put a transparent sphere with a
highlight around the light, the highlight will make a glow that appears
to surround the light source.
sphere {LightPos, MaxGlowSize
texture {
pigment {color White filter 1}
finish {specular 1 roughness 0.025}
}
}
Adjust the size of the sphere and the roughness value to get the desired
effect. Phong highlights should work as well, I just prefer to use
specular. :-)
One problem: if you have multiple light sources, you will get multiple
highlights on each sphere. You might be able to get around this, or at
least reduce it, with fancy bounding, or you may decide it isn't a
problem...
The "media ball" method: You can put a sphere filled with a spherical
density emitting media around the light source:
sphere {LightPos, MaxGlowSize
texture {pigment {color White filter 1}}
hollow
interior {
media {
emission color LightColor
density {spherical color_map {[0 rgb 0][1 rgb 1]}}
}
}
}
Emitting media is fairly fast, and this method is very versatile because
you can do many effects with different color_maps and turbulence.
The glow patch: A recent addition to MegaPOV is the glow patch:
light_source {...
glow {size 1 type 0}
}
You can simply specify the glows separately, if you don't need actual
light sources, which can be useful because many lights can really slow
things down. Using this patch is probably the easiest way, but the glow
patch is still quite unfinished. It will give results that are a bit
more accurate than the "highlight glow" or "media ball" methods
And most accurate but slowest, you can fill your scene with scattering
media, the best way is usually to put the media in a box or other
container surrounding your scene.
Parameters for media will depend on your scene and what version of POV
you are using. You may want to get MegaPOV for it's glow patch or the
new media sampling methods, which can let you get much smoother and
faster results from media.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Thanks Chris; all very useful and just as needed.
David
"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-9D34F4.20182819112000@news.povray.org...
> In article <3a186773@news.povray.org>, "David Vincent-Jones"
> <geo### [at] galaxynetcom> wrote:
>
> > I am using a series of coloured lights as a part of the scene that
> > are not used to illuminate the area around. Rather like street lights
> > during the daylight hours........ I am using the Light_Fading to keep
> > control over the output.
> >
> > However, from any distance the light simply gets lost so I need some
> > sort of a 'halo' effect to juice up the local area.
>
> There are several options:
> The "highlight glow" method: You can put a transparent sphere with a
> highlight around the light, the highlight will make a glow that appears
> to surround the light source.
> sphere {LightPos, MaxGlowSize
> texture {
> pigment {color White filter 1}
> finish {specular 1 roughness 0.025}
> }
> }
> Adjust the size of the sphere and the roughness value to get the desired
> effect. Phong highlights should work as well, I just prefer to use
> specular. :-)
> One problem: if you have multiple light sources, you will get multiple
> highlights on each sphere. You might be able to get around this, or at
> least reduce it, with fancy bounding, or you may decide it isn't a
> problem...
>
>
> The "media ball" method: You can put a sphere filled with a spherical
> density emitting media around the light source:
> sphere {LightPos, MaxGlowSize
> texture {pigment {color White filter 1}}
> hollow
> interior {
> media {
> emission color LightColor
> density {spherical color_map {[0 rgb 0][1 rgb 1]}}
> }
> }
> }
> Emitting media is fairly fast, and this method is very versatile because
> you can do many effects with different color_maps and turbulence.
>
>
> The glow patch: A recent addition to MegaPOV is the glow patch:
> light_source {...
> glow {size 1 type 0}
> }
> You can simply specify the glows separately, if you don't need actual
> light sources, which can be useful because many lights can really slow
> things down. Using this patch is probably the easiest way, but the glow
> patch is still quite unfinished. It will give results that are a bit
> more accurate than the "highlight glow" or "media ball" methods
>
>
> And most accurate but slowest, you can fill your scene with scattering
> media, the best way is usually to put the media in a box or other
> container surrounding your scene.
>
> Parameters for media will depend on your scene and what version of POV
> you are using. You may want to get MegaPOV for it's glow patch or the
> new media sampling methods, which can let you get much smoother and
> faster results from media.
>
> --
> Christopher James Huff
> Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
>
> <><
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