POV-Ray : Newsgroups : povray.general : interior ect.. Server Time
14 Aug 2024 09:25:34 EDT (-0400)
  interior ect.. (Message 1 to 3 of 3)  
From: rodolphe
Subject: interior ect..
Date: 7 Mar 1999 12:50:11
Message: <36e2bc53.0@news.povray.org>
salut a tous,
comment traduire la declaration suivante en texture exploitable sous pov3.1

#declare  flamme =
texture{
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> ]
      [ 0.5 color rgbt <1, 1, 0, -1.0> ]
      [ 1.0 color rgbt <1, 0, 0,  1.0> ]
    }
    frequency 2
    samples 20
    scale 0.5
  }}

merci
rodolphe


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From: Bob Hughes
Subject: Re: interior ect..
Date: 7 Mar 1999 20:13:58
Message: <36E3241B.B90C86F9@aol.com>
Your going to need media instead. Not easy, maybe impossible, to get
similar result. I didn't try out the halo in POV-Ray 3.0* so I don't
know what it was supposed be. You will have to try various numbers in
the density_map {}.
The density_maps do not use transparency as usual, only the indexed
values 0 to 1 for transparency.
Guessing something like the following:


impossible,

POV-Ray 3,0 *

essayer de
divers nombres dans le density_map { }. que les density_maps n'utilisent
pas le

le
transparent. En devinant quelque chose aimez ce qui suit: 

//BEGIN

#declare Flamme_Object=sphere {0,1 hollow}
        
 #declare  flamme =
 material {
 texture {pigment { color rgbf 1 }}
  interior {
   media {
     emission
     intervals 10 //higher is smoother
     samples 1,1 //min,max
   scattering {1,1}
    density {
     spherical
     turbulence 1.5
     frequency 2
      density_map {
       [ 0.0 color rgb <.1, 0, 0> ] //no idea what you need here
       [ 0.5 color rgb <1, 1, 0> ]
       [ 1.0 color rgb <.5, 0, 0> ]
      }
     scale 0.5
   } //density
   } //media
 //second media (needed at all? depends I guess)
   media {
     absorption
     intervals 10 //higher is smoother
     samples 1,1 //min,max
    density {
     spherical
     turbulence 1.5
     frequency 2
      density_map {
       [ 0.0 color rgb <0, 1, 1> ] //0.0 least dense (vacuum)
       [ 0.5 color rgb <0, 0, 1> ] //I used opposites from previous
media
       [ 1.0 color rgb <0, 1, 1> ] //1.0 most dense (solid)
      }
     scale 0.5
   } //density
   } //second media
  } //interior
 } //material

 object {Flamme_Object
  material {flamme}
 }

// 4 X 3 window and white pointlight at camera position
#declare LCX = 0.0
#declare LCY = 0.0
#declare LCZ = -10.0	// (-6.32 = 4x3 view at <0,0,0> with angle 36)

light_source { <LCX,LCY,LCZ> color rgb <1.5,1.5,1.5>
}
camera
{
  location  <LCX,LCY,LCZ>
  angle 22.5   // angle 67 = direction 1
  // direction 3.33*z
  look_at   <0.0 , 0.0 , 0.0>
}

//END


rodolphe wrote:
> 
> salut a tous,
> comment traduire la declaration suivante en texture exploitable sous pov3.1
> 
> #declare  flamme =
> texture{
> 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> ]
>       [ 0.5 color rgbt <1, 1, 0, -1.0> ]
>       [ 1.0 color rgbt <1, 0, 0,  1.0> ]
>     }
>     frequency 2
>     samples 20
>     scale 0.5
>   }}
> 
> merci
> rodolphe

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From: rodolphe
Subject: Re: interior ect..
Date: 14 Mar 1999 17:23:20
Message: <36ec36d8.0@news.povray.org>
thank you bob

rodolphe


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