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I've been working on this Star Wars ship, and want to use it in an
animation. For the engine glow, I've been using a rack of light_source.
The problem is, not only does it slow the trace down to a crawl, it
doesn't even look right. So: Is there a way I can get a nice blazing
blue-white engine flame for this ship?
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"Tailkinker" <gro### [at] yahoo co uk> wrote in message
news:3ddce1d3@news.povray.org...
> I've been working on this Star Wars ship, and want to use it in an
> animation. For the engine glow, I've been using a rack of light_source.
> The problem is, not only does it slow the trace down to a crawl, it
> doesn't even look right. So: Is there a way I can get a nice blazing
> blue-white engine flame for this ship?
>
Some emitting media? You might want to add a light as well to the media to
illuminate the near-by bits of ship.
basic example:
#version 3.5;
#include "colors.inc"
global_settings {
assumed_gamma 1.0
}
// ----------------------------------------
camera {
location <0.0, 0.5, -4.0>
look_at <0.0, 0.0, 0.0>
}
// ----------------------------------------
#declare BasicShip =
union{
box{
0,1
translate -0.5
}
difference{
cylinder{
0,x*1,0.25
}
cylinder{
0,x*1.1,0.2
}
}
sphere{
0,0.2
pigment{rgbf 1}
interior{
media{
method 3
emission rgb 1
density{
spherical
turbulence 0.05
scale 0.2
density_map{
[0 rgb 0]
[0.5 rgb <0,0,2>]
[1 rgb 5]
}
}
}
}
hollow
scale<4,1,1>
translate x*1
}
light_source{
0
rgb<0,0,0.5>
translate x*1.5
}
pigment{Gray}
}
object{
BasicShip
rotate y*45
}
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"Tom Melly" <tom### [at] tomandlu co uk> wrote in message
news:3ddceee9$1@news.povray.org...
>
> "Tailkinker" <gro### [at] yahoo co uk> wrote in message
> news:3ddce1d3@news.povray.org...
> > I've been working on this Star Wars ship, and want to use it in an
> > animation. For the engine glow, I've been using a rack of light_source.
> > The problem is, not only does it slow the trace down to a crawl, it
> > doesn't even look right. So: Is there a way I can get a nice blazing
> > blue-white engine flame for this ship?
> >
>
> Some emitting media? You might want to add a light as well to the media to
> illuminate the near-by bits of ship.
I got some good results using H.E. Day's method of putting a glow-like
image under the flame on the ship. Puts good light where you want it without
slowing down the rendering of objects that you can't even see the light on.
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And here it is, in living colour:
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Where is H.E. anyway? I realize POV is not the end all and be all in life,
but I miss his work.
-paul
"Bill DeWitt" <bde### [at] cfl rr com> wrote in message
news:3ddcf9c2$1@news.povray.org...
>
> "Tom Melly" <tom### [at] tomandlu co uk> wrote in message
> news:3ddceee9$1@news.povray.org...
> >
> > "Tailkinker" <gro### [at] yahoo co uk> wrote in message
> > news:3ddce1d3@news.povray.org...
> > > I've been working on this Star Wars ship, and want to use it in an
> > > animation. For the engine glow, I've been using a rack of
light_source.
> > > The problem is, not only does it slow the trace down to a crawl, it
> > > doesn't even look right. So: Is there a way I can get a nice blazing
> > > blue-white engine flame for this ship?
> > >
> >
> > Some emitting media? You might want to add a light as well to the media
to
> > illuminate the near-by bits of ship.
>
>
> I got some good results using H.E. Day's method of putting a glow-like
> image under the flame on the ship. Puts good light where you want it
without
> slowing down the rendering of objects that you can't even see the light
on.
>
>
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Tailkinker <gro### [at] yahoo co uk> wrote in news:3ddce1d3@news.povray.org
> I've been working on this Star Wars ship, and want to use it in an
> animation. For the engine glow, I've been using a rack of light_source.
> The problem is, not only does it slow the trace down to a crawl, it
> doesn't even look right. So: Is there a way I can get a nice blazing
> blue-white engine flame for this ship?
1) Emiting media
2) Emiting media + light to simulate radiosity, as Tom said
3) Emiting media + radiosity
3-rd option is probably the best
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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On Thu, 21 Nov 2002 12:17:14 -0500, "paul jones" <pdj### [at] psu edu> wrote:
> Where is H.E. anyway?
http://heday.povray.co.uk/
ABX
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