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Hi, I have found an interesting halo statement, which
produces a stunning fireball.
How could I convert that to a Povray's 3.6 media/interior statement?
I stripped down the original animation sequence to this:
sphere { 0, 1
pigment { color rgbt <1, 1, 1, 1> }
halo {
emitting
spherical_mapping
linear
turbulence 1.5
color_map {
[ 0.0 color rgbt <1, 0, 0, 1> ]
[ 0.5 color rgbt <1, 1, 0, 0.5> ]
[ 1.0 color rgbt <1, 0, 0, 1> ]
}
frequency 2
samples 20
}
hollow
}
Thanks for help!
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Icetoaster <icetoaster_at_gmx.de> wrote:
> Hi, I have found an interesting halo statement, which
> produces a stunning fireball.
> How could I convert that to a Povray's 3.6 media/interior statement?
Something like this is probably close (although probably not identical):
camera { location -z*5 look_at 0 angle 35 }
sphere
{ 0, 2 hollow
pigment { rgbt 1 }
interior
{ media
{ emission 1
density
{ spherical density_map
{
[ 0.0 rgb <0, 0, 0> ]
[ 0.25 rgb <.5, 0, 0> ]
[ 0.5 rgb <1, 1, 0> ]
[ 0.75 rgb <.5, 0, 0> ]
[ 1.0 rgb <0, 0, 0> ]
}
turbulence 1.5
frequency 2
}
}
}
}
--
- Warp
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Thanks a lot!! Looks quite good!
It seems to be little bit asymmetric, but I guess, this will change when
I add some randomness and animation.
Icetoaster
Warp <war### [at] tagpovrayorg> wrote:
> Icetoaster <icetoaster_at_gmx.de> wrote:
> > Hi, I have found an interesting halo statement, which
> > produces a stunning fireball.
> > How could I convert that to a Povray's 3.6 media/interior statement?
>
> Something like this is probably close (although probably not identical):
>
> camera { location -z*5 look_at 0 angle 35 }
>
> sphere
> { 0, 2 hollow
> pigment { rgbt 1 }
> interior
> { media
> { emission 1
> density
> { spherical density_map
> {
> [ 0.0 rgb <0, 0, 0> ]
> [ 0.25 rgb <.5, 0, 0> ]
> [ 0.5 rgb <1, 1, 0> ]
> [ 0.75 rgb <.5, 0, 0> ]
> [ 1.0 rgb <0, 0, 0> ]
> }
> turbulence 1.5
> frequency 2
> }
> }
> }
> }
>
>
> --
> - Warp
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