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Hi everyone.
Is there any sample code how to create a dusty atmosphere where lightsources 
create visible light beams, and where the air around a lightsource is 
iluminated (particles?)?
I know I once saw such an image rendered with POV-Ray, but I don't remember 
anymore and have no access to the details or sourcecode.
Thanks,
Sven
 
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Sven Littkowski nous apporta ses lumieres en ce 15/11/2006 07:19:
> Hi everyone.
> Is there any sample code how to create a dusty atmosphere where lightsources 
> create visible light beams, and where the air around a lightsource is 
> iluminated (particles?)?
> I know I once saw such an image rendered with POV-Ray, but I don't remember 
> anymore and have no access to the details or sourcecode.
> Thanks,
> Sven 
More than one way.
Acurate but slow: fill the scene with scathering media.
Somewhat faster: as above, but the media is contained around the beam by some 
container.
Both use a strong light_source to illuminate the media.
Faked but faster: the beam path is materialised by a long conical container 
filled with emissive media.
Here, the actual light is just for show as the media itself is luminous.
Using the last 2, you need to increase max_trace_level, particularly if you have 
multiple beams that may visualy cross each other.
-- 
Alain
-------------------------------------------------
If you are good, you will be assigned all the work. If you are really good, you 
will get out of it.
 
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Alain,
can you give me an example code? I just start to work with media...   :-(
Thanks,
Sven
> More than one way.
> Acurate but slow: fill the scene with scathering media.
> Somewhat faster: as above, but the media is contained around the beam by 
> some container.
> Both use a strong light_source to illuminate the media.
> Faked but faster: the beam path is materialised by a long conical 
> container filled with emissive media.
> Here, the actual light is just for show as the media itself is luminous.
> Using the last 2, you need to increase max_trace_level, particularly if 
> you have multiple beams that may visualy cross each other.
>
>
> -- 
> Alain
> -------------------------------------------------
> If you are good, you will be assigned all the work. If you are really 
> good, you will get out of it.
 
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Sven Littkowski nous apporta ses lumieres en ce 16/11/2006 08:43:
> Alain,
> can you give me an example code? I just start to work with media...   :-(
> Thanks,
> Sven
>> More than one way.
>> Acurate but slow: fill the scene with scathering media.
>> Somewhat faster: as above, but the media is contained around the beam by 
>> some container.
>> Both use a strong light_source to illuminate the media.
>> Faked but faster: the beam path is materialised by a long conical 
>> container filled with emissive media.
>> Here, the actual light is just for show as the media itself is luminous.
>> Using the last 2, you need to increase max_trace_level, particularly if 
>> you have multiple beams that may visualy cross each other.
>> -- 
>> Alain
>> -------------------------------------------------
>> If you are good, you will be assigned all the work. If you are really 
>> good, you will get out of it. 
Minimal samples for the suggestions.
1-
media{scattering{1 rgb 1}samples 100}//scene whide media using isotropic scattering
light_source{0, rgb 100//very bright so you can easily see the beam
	spot_light radius 2 falloff 3 point_at x rotate -32*y}
//A tight spot light shining to the right and away
2-
union{//link light and media cone so they can be oriented together
cone{0,0, 1000*x,53 pigment{rgbt 1}interior{media{scattering{1 rgb 1}samples 10}}}
light_source{0, rgb 100//very bright so you can easily see the beam
	spot_light radius 2 falloff 3 point_at x}
rotate -32*y}
3-
cone{0,0, 1000*x,53 pigment{rgbt 1}interior{media{emission 50}samples 10}rotate 
32*y}
//this won't shed any light, unless you are using radiosity.
-- 
Alain
-------------------------------------------------
No matter how good she looks, some other guy is sick and tired of putting up 
with her shit.
	Men's Room, Linda's Bar and Grill, Chapel Hill , NC
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Alain,
thanks a lot!
I tried it out, but the current beta version does not reach yet the full 
performance of the last full version of POV-Ray. Seems I have to wait... 
:-(
I will try to get the last full version and try the render!
Greetings,
Sven
 
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"Sven Littkowski" <sve### [at] jamaica-focus com> schreef in bericht 
news:455d6bb9$1@news.povray.org...
> Alain,
>
> thanks a lot!
>
> I tried it out, but the current beta version does not reach yet the full 
> performance of the last full version of POV-Ray. Seems I have to wait... 
> :-(
Beta is beta, Sven  :-)
>
> I will try to get the last full version and try the render!
>
How so? If you can use the beta, you have already a full version? Or do I 
miss something here?
By the way, Megapov is also really worthwhile.
Thomas
 
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From: Sven Littkowski 
Subject: Re: Light Beams in a Dusty Atmosphere 
Date: 17 Nov 2006 11:55:51 
Message: <455de997@news.povray.org> 
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Beta is not yet fully reaching the performance.
That's why I need to get the last "regular" version. The betas always 
overwite the .exe files of the regular version.
Greetings,
Sven
 
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Sven Littkowski nous apporta ses lumieres en ce 17/11/2006 11:55:
> Beta is not yet fully reaching the performance.
> That's why I need to get the last "regular" version. The betas always 
> overwite the .exe files of the regular version.
> Greetings,
> Sven 
Install the beta in it's own subfolder.
That way, you have both versions available. It's the proposed and recomended way 
of doing it.
-- 
Alain
-------------------------------------------------
Hardware, n.: The parts of a computer system that can be kicked.
 
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From: Sven Littkowski 
Subject: Re: Light Beams in a Dusty Atmosphere 
Date: 18 Nov 2006 08:25:43 
Message: <455f09d7@news.povray.org> 
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True, true. I should have done so...   :-)
Thanks,
Sven
> Install the beta in it's own subfolder.
> That way, you have both versions available. It's the proposed and 
> recomended way of doing it.
>
> -- 
> Alain
> -------------------------------------------------
> Hardware, n.: The parts of a computer system that can be kicked.
 
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