POV-Ray : Newsgroups : povray.general : Rendering Smoke Server Time
27 Dec 2024 05:57:14 EST (-0500)
  Rendering Smoke (Message 1 to 4 of 4)  
From: James Murphy
Subject: Rendering Smoke
Date: 26 Feb 2003 19:31:47
Message: <3e5d5c73@news.povray.org>
I have developed a 3d smoke simulation system based (based on fluid
mechanics) and would like to use POV to render some scences that it
generates.  It generates density map files and at the moment I am using the
code included below to render the smoke.  However, it is very uniform and
boring.  I want to be able to light the smoke from a direction I choose
(maybe to make it look something like the smoke in the Pearl Harbour image
in the hall of fame).  I would also like to be able to control the opacity
and colour of the smoke.

Any help would be very much appreciated as it is for a university project.
Hopefully I can develop this pacakage further and make it into a useful
utility for POV.

James Murphy

Code:

box
{
        <-5,-5,-5>, <5,5,5>
        hollow on
        texture {Container_T}
        interior
        {
           media
           {
            emission <0,0,0>
            absorption <1,1,1>
            intervals 3
            //samples 1,1

            scattering {1, 0.5}
            density
            {
                    density_file df3 "c:\project\smokeB\df3\frame0078.df3"
                    translate <-0.5, -0.5, -0.5>
                    scale 10
            }
          }
        }
}

(there is also a light specified etc.)


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From: Tim Nikias
Subject: Re: Rendering Smoke
Date: 26 Feb 2003 20:14:48
Message: <3e5d6688$1@news.povray.org>
You got to use scattering media then. It calculates
the intensity of color in relation to the light which
passes through the dense regions of the media.

But you've got to know that its more intensive tracing
than for tracing emission and absorption.
Its also pretty hard to tweak.

I'll come back to you tomorrow, but perhaps you might
want to look at my Worldbowl-Images I've just recently
posted in binaries.images. The clouds inside the worldbowl
are modelled using scattering/emission media.

Regards,
Tim

PS: You definitely need to make that programm a
utility, lots of people are DYING to find something like
realistic smoke behaviour for POV...

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde

> I have developed a 3d smoke simulation system based (based on fluid
> mechanics) and would like to use POV to render some scences that it
> generates.  It generates density map files and at the moment I am using
the
> code included below to render the smoke.  However, it is very uniform and
> boring.  I want to be able to light the smoke from a direction I choose
> (maybe to make it look something like the smoke in the Pearl Harbour image
> in the hall of fame).  I would also like to be able to control the opacity
> and colour of the smoke.
>
> Any help would be very much appreciated as it is for a university project.
> Hopefully I can develop this pacakage further and make it into a useful
> utility for POV.
>
> James Murphy
>
> Code:
>
> box
> {
>         <-5,-5,-5>, <5,5,5>
>         hollow on
>         texture {Container_T}
>         interior
>         {
>            media
>            {
>             emission <0,0,0>
>             absorption <1,1,1>
>             intervals 3
>             //samples 1,1
>
>             scattering {1, 0.5}
>             density
>             {
>                     density_file df3 "c:\project\smokeB\df3\frame0078.df3"
>                     translate <-0.5, -0.5, -0.5>
>                     scale 10
>             }
>           }
>         }
> }
>
> (there is also a light specified etc.)
>
>


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From: Greg M  Johnson
Subject: Re: Rendering Smoke
Date: 26 Feb 2003 22:53:54
Message: <3e5d8bd2$1@news.povray.org>
No, only when I have a whole bunch of light sources....


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From: Christopher James Huff
Subject: Re: Rendering Smoke
Date: 27 Feb 2003 08:54:18
Message: <cjameshuff-7F4EDC.08500027022003@netplex.aussie.org>
In article <3e5d6688$1@news.povray.org>,
 "Tim Nikias" <tim### [at] gmxde> wrote:

> PS: You definitely need to make that programm a
> utility, lots of people are DYING to find something like
> realistic smoke behaviour for POV...

There are quite a few POV-based utilities using particle systems, and at 
least one particle system patch.
This apparently does things differently though, it sounds interesting.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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