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Hi,
This is my first message here, so I will introduce myself briefly :
I live in the south of France, I'm 36 and in real life, I'm ground
instructor in a flight school. I've used Povray 10 years ago, when my PC
needed to compute all night long to display the famous yellow ball ;-)
I started again raytracing a few days ago, and here is my first problem (I
didn't find any solution searching the web and the news) :
I want a fire in my fog :-)
The problem is that my sphere containing the media is visible in the fog :
http://www.chezgligli.net/img/light_fog_01.jpg
I had the same problem with the water reflection and no fog, but with
max_trace_level 10 it disappeared :
http://www.chezgligli.net/img/light_fog_02.jpg
Hope someone can help ;-)
Here is the scene, the sphere and the fog are at the end :
global_settings
{
max_trace_level 10
}
#include "colors.inc"
#include "textures.inc"
camera
{
location <0, 2, -26>
look_at <0,0,10>
}
//=====================================
//=====================================
light_source
{
<0, 0, 0>, rgb <1, .2, 0>
translate <0, 5, 150>
}
//=====================================
//=====================================
plane
{
y, -1
pigment
{
bozo
pigment_map
{
[0.1 color <0, .5, .7>]
[0.3 color <.3, .8, .7>]
[0.6 color <.2, .6, .5>]
[0.9 color <0.2, .2, .9>]
}
turbulence .5
}
}
//=====================================
// L'eau / Water
//=====================================
box
{
<-150, -.9, -100>, <150, -.8, 1000>
texture
{
pigment
{
rgbf 1
}
normal
{
ripples 0.75
frequency 2
scale y*.1
turbulence .1
}
finish
{
reflection {0.1, 1 fresnel}
conserve_energy
}
}
interior
{
ior 1.33
}
}
//=====================================
// Le Soleil / the Sun
//=====================================
sphere // transparent sphere containing media
{
0, 1 pigment { rgbt 1 } hollow
interior
{
media
{
emission 1
density
{
spherical density_map
{
[0 rgb <0, 0, 0>]
[0.5 rgb <1, .3, 0>]
[0.5 rgb <1, .3, 0>]
[1 rgb <1, 0, 0>]
}
}
}
}
scale 30
translate <0, 5, 200>
}
//=====================================
//=====================================
sky_sphere {
pigment {
gradient y
color_map {
[0.000 0.002 color rgb <1.0, 0.2, 0.0>
color rgb <1.0, 0.2, 0.0>]
[0.002 0.200 color rgb <1.0, 0.2, 0.0>
color rgb <0.2, 0.2, 0.3>]
}
scale 2
translate -1
}
rotate -95*x
}
//=====================================
// Flammes / Flames
//=====================================
sphere
{
<0,0,0>, 1
hollow
no_shadow
pigment {rgbf 1}
scale <.6, 1, .3>
interior
{
media
{
intervals 5
samples 5
emission 6
absorption 1
density
{
spherical
scale <5, 25, 4>
warp
{
turbulence 10 lambda 2 octaves 4
}
density_map
{
[0 rgb 0]
[.5 rgb 0]
[.7 color Orange]
[.8 color Orange]
[.9 color Red]
[1 color Red ]
}
}
}
}
translate <2, 2, -20>
}
//=====================================
// Brouillard / Fog
//=====================================
#declare Brouillard=1;
#if(Brouillard)
fog
{
distance 8
color rgbf<.8, .9, .8, 1>
fog_type 2
fog_offset 2
fog_alt 1
turbulence <1, 1, 1>
turb_depth .8
octaves .2
lambda .5
omega 1
}
#end
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Francis wrote:
> I want a fire in my fog :-)
> The problem is that my sphere containing the media is visible in the fog :
> http://www.chezgligli.net/img/light_fog_01.jpg
>
> I had the same problem with the water reflection and no fog, but with
> max_trace_level 10 it disappeared :
> http://www.chezgligli.net/img/light_fog_02.jpg
>
> Hope someone can help ;-)
>
> #if(Brouillard)
> fog
> {
> distance 8
> color rgbf<.8, .9, .8, 1>
> fog_type 2
> fog_offset 2
> fog_alt 1
> turbulence <1, 1, 1>
> turb_depth .8
> octaves .2
> lambda .5
> omega 1
> }
> #end
>
Remove the filter component from your fog color and it should work, i.e.
"color rgb<.8, .9, .8>".
I forget the long explanation behind this, but I had the same issue for
my "mystery lights" IRTC entry, and there was a good description posted
here when I asked. The final answer though was that fog with a filter
component results in an incorrect calculation along the length of the
ray so you end up seeing the media container.
RG
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