|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hi!
I've got an array of ships with engines at full throttle... when I render
the scene I've got this strange effect:
http://img278.imageshack.us/img278/3478/ships2nu.jpg
the ship at the top is ok! but the flames of the others ships looks
innaturals (no gradient... only white and red)!
Why?
Render parameters:
-w800 -h450 +a0.3
global_settings {
assumed_gamma 1 // tweak if the image is too pale
max_trace_level 20
radiosity {
count 35 error_bound 1.8
recursion_limit 1
low_error_factor .5
gray_threshold 0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
normal on
media off
}
}
media {
scattering {
1, // isotropic
rgb 0.02
}
}
This is the flame:
#declare carFlame2=
union
{
cone {
<0,0,0>,0.5,<0,0,1>,0.3
hollow
pigment {rgbt <0,0,0,1>}
interior {
media
{ emission 4
density
{ spherical density_map
{ [0 rgb 0]
[0.4 rgb <1,0,0>]
[0.8 rgb <1,0,0>]
[1 rgb <1,0,0>]
}
}
}
}
}
cone {
<0,0,0.4>,0.3,<0,0,1>,0.25
hollow
pigment {rgbt <0,0,0,1>}
interior {
media
{ emission 10
density
{ spherical density_map
{ [0 rgb 0]
[0.4 rgb <1,1,0.502>]
[0.8 rgb <1,1,0.502>]
[1 rgb <1,1,0.502>]
}
}
}
}
}
cylinder {
<0,0,0.95><0,0,1>,0.2
pigment {rgbf <1,1,1,0.1>}
finish{ambient 1}
}
cylinder {
<0,0,0.96><0,0,1>,0.21
hollow
pigment {rgb <0,0,0,>}
}
}
Thanks!
Dox
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
danyolgiax nous apporta ses lumieres en ce 08/05/2006 11:13:
> Hi!
>
> I've got an array of ships with engines at full throttle... when I render
> the scene I've got this strange effect:
>
> http://img278.imageshack.us/img278/3478/ships2nu.jpg
>
> the ship at the top is ok! but the flames of the others ships looks
> innaturals (no gradient... only white and red)!
>
> Why?
>
> Render parameters:
>
> -w800 -h450 +a0.3
>
> global_settings {
>
> assumed_gamma 1 // tweak if the image is too pale
> max_trace_level 20
>
> radiosity {
> count 35 error_bound 1.8
> recursion_limit 1
> low_error_factor .5
> gray_threshold 0
> minimum_reuse 0.015
> brightness 1
> adc_bailout 0.01/2
> normal on
> media off
> }
> }
>
> media {
> scattering {
> 1, // isotropic
> rgb 0.02
> }
> }
>
> This is the flame:
>
> #declare carFlame2=
> union
> {
> cone {
> <0,0,0>,0.5,<0,0,1>,0.3
> hollow
> pigment {rgbt <0,0,0,1>}
> interior {
> media
> { emission 4
> density
> { spherical density_map
> { [0 rgb 0]
> [0.4 rgb <1,0,0>]
> [0.8 rgb <1,0,0>]
> [1 rgb <1,0,0>]
> }
> }
> }
> }
> }
>
>
> cone {
> <0,0,0.4>,0.3,<0,0,1>,0.25
> hollow
>
> pigment {rgbt <0,0,0,1>}
> interior {
> media
> { emission 10
> density
> { spherical density_map
> { [0 rgb 0]
> [0.4 rgb <1,1,0.502>]
> [0.8 rgb <1,1,0.502>]
> [1 rgb <1,1,0.502>]
> }
> }
> }
> }
> }
>
> cylinder {
> <0,0,0.95><0,0,1>,0.2
> pigment {rgbf <1,1,1,0.1>}
> finish{ambient 1}
>
> }
> cylinder {
> <0,0,0.96><0,0,1>,0.21
> hollow
> pigment {rgb <0,0,0,>}
>
>
> }
>
> }
>
> Thanks!
>
> Dox
>
>
Your emission values are to large causing an oversaturation of the colours. emission 4
and 10
effectively multiply your colour_map by 4 and 10 respectively. The red part been only
red, you don't
realy see this, but, for the yellow part, you get an effective value of <10, 10, 5.02>
witch gets
clipped to <1,1,1>.
When the "flame" get's scaled down, the reduced thickness reduce this effect.
--
Alain
-------------------------------------------------
AAAAAA: American Association Against Acronym Abuse and Ambiguity.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I tryied replacing 4 and 10 with 0.4 and 1 but flames density is too
transparent... quite invisible! How can I do?
Alain <ele### [at] netscapenet> wrote:
> danyolgiax nous apporta ses lumieres en ce 08/05/2006 11:13:
> > Hi!
> >
> > I've got an array of ships with engines at full throttle... when I render
> > the scene I've got this strange effect:
> >
> > http://img278.imageshack.us/img278/3478/ships2nu.jpg
> >
> > the ship at the top is ok! but the flames of the others ships looks
> > innaturals (no gradient... only white and red)!
> >
> > Why?
> >
> > Render parameters:
> >
> > -w800 -h450 +a0.3
> >
> > global_settings {
> >
> > assumed_gamma 1 // tweak if the image is too pale
> > max_trace_level 20
> >
> > radiosity {
> > count 35 error_bound 1.8
> > recursion_limit 1
> > low_error_factor .5
> > gray_threshold 0
> > minimum_reuse 0.015
> > brightness 1
> > adc_bailout 0.01/2
> > normal on
> > media off
> > }
> > }
> >
> > media {
> > scattering {
> > 1, // isotropic
> > rgb 0.02
> > }
> > }
> >
> > This is the flame:
> >
> > #declare carFlame2=
> > union
> > {
> > cone {
> > <0,0,0>,0.5,<0,0,1>,0.3
> > hollow
> > pigment {rgbt <0,0,0,1>}
> > interior {
> > media
> > { emission 4
> > density
> > { spherical density_map
> > { [0 rgb 0]
> > [0.4 rgb <1,0,0>]
> > [0.8 rgb <1,0,0>]
> > [1 rgb <1,0,0>]
> > }
> > }
> > }
> > }
> > }
> >
> >
> > cone {
> > <0,0,0.4>,0.3,<0,0,1>,0.25
> > hollow
> >
> > pigment {rgbt <0,0,0,1>}
> > interior {
> > media
> > { emission 10
> > density
> > { spherical density_map
> > { [0 rgb 0]
> > [0.4 rgb <1,1,0.502>]
> > [0.8 rgb <1,1,0.502>]
> > [1 rgb <1,1,0.502>]
> > }
> > }
> > }
> > }
> > }
> >
> > cylinder {
> > <0,0,0.95><0,0,1>,0.2
> > pigment {rgbf <1,1,1,0.1>}
> > finish{ambient 1}
> >
> > }
> > cylinder {
> > <0,0,0.96><0,0,1>,0.21
> > hollow
> > pigment {rgb <0,0,0,>}
> >
> >
> > }
> >
> > }
> >
> > Thanks!
> >
> > Dox
> >
> >
> Your emission values are to large causing an oversaturation of the colours. emission
4 and 10
> effectively multiply your colour_map by 4 and 10 respectively. The red part been
only red, you don't
> realy see this, but, for the yellow part, you get an effective value of <10, 10,
5.02> witch gets
> clipped to <1,1,1>.
> When the "flame" get's scaled down, the reduced thickness reduce this effect.
>
>
> --
> Alain
> -------------------------------------------------
> AAAAAA: American Association Against Acronym Abuse and Ambiguity.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
danyolgiax wrote:
> I tryied replacing 4 and 10 with 0.4 and 1 but flames density is too
> transparent... quite invisible! How can I do?
Well, IIRC, there are some numbers left between 0.4 and 4 (or between 1
and 10). Did you try some of them? ;)
If the effect looks too transparent, increase the numbers, render again.
If the effect is too strong, reduce the numbers again. You should have a
value that fits your needs after about 4 steps (Of course you can fine
tune the values as long as you want :)
HTH,
Florian
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|