| 
|  |  |  
|  |  |  |  |  |  |  |  |  |  |  
|  |  |  |  |  |  |  |  |  |  |  
|  |  | 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] a com> 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] btconnect com  nospam> wrote:
> "POVMAN" <s### [at] a  com> 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
 |  |  |  |  |  |  |  |  
|  |  |  |  |  |  |  |  |  |