|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Light that comes from a flame, a bonfiire for instance, is not distributed
evenly. Anyone got an idea on how I can model the effect of non-even light
source.
I was thinking I need to sort of pass the light through a bozo pattern
somehow. However, as the light forms the center of a scene I cant have
anything that is visible in the final scene.
I could use many lights or perhaps radiosity from the flame media, but many
lights would take a long time, and controling the media to that detail would
be time consuming. So yes, I am being lazy, and I want a quick fix.
Ideas anyone?
--
#####-----#####-----#####
POV Tips and Hints at ...
http://povman.blogspot.com/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"POVMAN" <s### [at] acom> wrote in message news:44745997$1@news.povray.org...
> Light that comes from a flame, a bonfiire for instance, is not
> distributed evenly. Anyone got an idea on how I can model the effect of
> non-even light source.
>
> I was thinking I need to sort of pass the light through a bozo pattern
> somehow. However, as the light forms the center of a scene I cant have
> anything that is visible in the final scene.
>
> I could use many lights or perhaps radiosity from the flame media, but
> many lights would take a long time, and controling the media to that
> detail would be time consuming. So yes, I am being lazy, and I want a
> quick fix.
>
> Ideas anyone?
>
>
> --
> #####-----#####-----#####
> POV Tips and Hints at ...
> http://povman.blogspot.com/
Hi,
My idea would be to put a very very small patterned translucent sphere
around the light source:
camera {location <0, 5, -5> look_at 0}
light_source { <0, 1, 0> color 1}
#include "textures.inc"
plane {y,0 pigment {color rgb 1}}
sphere {<0, 1, 0>,0.002
pigment {
checker pigment{color rgbf <1,0,0,0.5>}, pigment{rgbf <1,10,0,0.8> scale
0.002}
}
}
Regards,
Chris B.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Chris B" <c_b### [at] btconnectcomnospam> wrote:
> "POVMAN" <s### [at] acom> wrote in message news:44745997$1@news.povray.org...
> > Light that comes from a flame, a bonfiire for instance, is not
> > distributed evenly. Anyone got an idea on how I can model the effect of
> > non-even light source.
> >
> > I was thinking I need to sort of pass the light through a bozo pattern
> > somehow. However, as the light forms the center of a scene I cant have
> > anything that is visible in the final scene.
> >
> > I could use many lights or perhaps radiosity from the flame media, but
> > many lights would take a long time, and controling the media to that
> > detail would be time consuming. So yes, I am being lazy, and I want a
> > quick fix.
> >
> > Ideas anyone?
> >
> >
> > --
> > #####-----#####-----#####
> > POV Tips and Hints at ...
> > http://povman.blogspot.com/
>
> Hi,
>
> My idea would be to put a very very small patterned translucent sphere
> around the light source:
>
> camera {location <0, 5, -5> look_at 0}
> light_source { <0, 1, 0> color 1}
> #include "textures.inc"
>
> plane {y,0 pigment {color rgb 1}}
> sphere {<0, 1, 0>,0.002
> pigment {
> checker pigment{color rgbf <1,0,0,0.5>}, pigment{rgbf <1,10,0,0.8> scale
> 0.002}
> }
> }
>
> Regards,
> Chris B.
perhaps also add no_image and no_reflection tags to the sphere so it isn't
visible at all, but still makes shadows.
-tgq
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|