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In article <3EB### [at] xith net>, Eleven <pov### [at] xith net> wrote:
> Cool, I got the light beams workin'. Thanks :) What exactly does
> "media_interaction off" do, then? Does it only apply to scattering effects?
It makes the light not illuminate media and not get attenuated by
passing through media...media becomes shadowless to it. Scattering media
is the only media that can reflect light, and both scattering and
absorbing media can block light.
> And since it comes up, how exactly does one design a density pattern?
> The documentation doesn't seem very clear on it.
Your question isn't very clear. Are you having a specific problem?
Mainly it is just trial and error, experience, and progressive
refinement. Start with something simple and build on it.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff wrote:
>>And since it comes up, how exactly does one design a density pattern?
>>The documentation doesn't seem very clear on it.
>
>
> Your question isn't very clear. Are you having a specific problem?
> Mainly it is just trial and error, experience, and progressive
> refinement. Start with something simple and build on it.
Not a specific problem, except that I'm not sure where to begin. :P I
can't tell from the documentation exactly what the basics are. Do you
have to use combinations of the predefined density patterns (dents,
cells, bumps, etc.) or can they somehow be user defined?
-M.C. ArZeCh
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In article <3EB### [at] xith net>, Eleven <pov### [at] xith net> wrote:
> Not a specific problem, except that I'm not sure where to begin. :P I
> can't tell from the documentation exactly what the basics are. Do you
> have to use combinations of the predefined density patterns (dents,
> cells, bumps, etc.) or can they somehow be user defined?
Well, you can use just the built in patterns, or you can define your own
with functions. Or you can combine them...this gives you the most power
and flexibility. Where you begin depends on what you are trying to do.
You don't try to get a perfect result the first time, just try to get
something that resembles it and build on that.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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