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"Orchid XP v2" <voi### [at] devnull> wrote in message
news:43f75589@news.povray.org...
> I am still unhappy with the lighting.
> Apart from that... it's just perfect. :-/
>
> Now I remember why I never entered the IRTC before...
Andrew, try this code below. It's a fantastic flame, and a flame that I
might even try [again] even though it's getting late now for the IRTC...
This flame gives off its own light, and you might be pleasantly surprised
with it.
#version 3.5;
camera{location <0,1,-8>
look_at <0,1.5,0>
angle 20
}
// flame (MegaPov needed, as is)
#declare FlameMedia=
sphere {0,1.1
pigment {rgbf 1}
interior {
media {
method 2 intervals 2 samples 3,3 // megapov, or increase
intervals and samples
absorption <.33,.5,.67>*2 emission <.33,.5,.67>*1.67
scattering {2,<.75,.67,.5>*2 extinction .133}
density {spherical turbulence <.1,.2,.15>*1.5
density_map {
[0 rgb 0]
[.15 rgb <1.5,1,.5>*3]
[.5 rgb <1.25,.5,.75>*2]
[.7 rgb<0,.05,.5>*6]
} scale <.85,.9,.85> translate -.25*y}
}
media {
method 2 intervals 2 samples 3,3 // megapov, or increase
intervals and samples
absorption <.36,.33,.167>*3 emission <.25,.5,.75>*1.133
scattering {1,<.25,.33,.75>*3 extinction .67}
density {spherical turbulence <.1,.2,.15>*.5
density_map {
[0 rgb 0][.3 rgb <0,.05,1.15>*6]
} scale <.7,.3,.7> translate -.9*y}
}
}
scale <.9,3,.9>*.25 rotate 45*y translate .225*y
hollow
}
#declare SmallFlame=
light_source { .5*y, <.75,.5,.25>
area_light <.5,0,0>,<0,1,0>,3,3 jitter adaptive 1
orient circular // megapov only
looks_like {FlameMedia}
media_interaction on media_attenuation on
fade_distance 6 fade_power 2
translate 1.075*y
}
SmallFlame // you have to include this line in pov sdl for it to work
Give it a try.
~Steve~
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Orchid XP v2 <voi### [at] devnull> wrote:
> The latest version of my snow candle.
>
> Texture of the candle itself is Gail Shaw's suggestion, with a few
> modifications. (I scaled it to match the scene. Also turned off the
> ambient term. Looks more like snow with it on - but then the lighting
> looks *very* odd!)
>
> Wood and stone textures are from the standard includes. In fact, there
> is now virtually nothing original about the whole composition now. (3
> points to the first person who can figure out which textures I used...)
>
> I tried a large number of different wood and stone textures. I'm pretty
> happy with the wood, but I'm still not convinced that's the right stone
> texture... (I rendered the entire scene with several different ones...
> none of them looks quite right.)
>
> I am still unhappy with the lighting. The walls seem far too bright, yet
> the floor is too dark.
>
> The ice crystals are also wrong; they don't look like ice. They manage
> to be simultaneously not transparent enough to show any refraction, yet
> too transparent to show up much. (The ones in the middle are almost
> totally lost.) The ones on the floor look more like metal than ice.
> Don't know whether to make them more shiny (to look like smooth ice) or
> less shiny (to look snow-like).
>
>
> Apart from that... it's just perfect. :-/
>
> Now I remember why I never entered the IRTC before...
Actually, I like the lighting the way it is. The floor in the shadow of the
large candle edges. The colour of the candle light still needs some yellow
or orange tingin to it though. And to make your candle more convincing (I
don't mind the shape or texture of the candle itself) you need a slight
waxy hollow in the top where the flame has started to melt the wax. (and a
better flame). Overall, you have a good scene composition, all you need is
a little tweaking on the lighting, and little more on some of the
texturing. For the background texturing of the box itself, the textures
you have been using may be fine, but you need to scale them down in size to
give the scene better overall scale perspective.
-tgq
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> Actually, I like the lighting the way it is. The floor in the shadow of the
> large candle edges. The colour of the candle light still needs some yellow
> or orange tingin to it though.
You're probably right. Adding the extra blue light makes the floor less
dark and the candle less brown, but also makes the light it casts look
less yellowish. (And the dark brown wood probably doesn't help.)
Getting the balance of warm to cold colours is proving to be a challenge...
> And to make your candle more convincing (I
> don't mind the shape or texture of the candle itself) you need a slight
> waxy hollow in the top where the flame has started to melt the wax. (and a
> better flame).
The flame is probably the easiest part to fix. (Which is why I haven't
bothered with it yet.)
A pool of molten wax would be good, but I'm really not sure how to
achieve it. (It took me hours to figure out the equation to make a
round-topped cylinder!)
> Overall, you have a good scene composition, all you need is
> a little tweaking on the lighting, and little more on some of the
> texturing. For the background texturing of the box itself, the textures
> you have been using may be fine, but you need to scale them down in size to
> give the scene better overall scale perspective.
The candle and box are supposed to be quite small...
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