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  How do I get an overhead spotlight to illuminate a dusty room (visible beam)? (Message 1 to 5 of 5)  
From:
Subject: How do I get an overhead spotlight to illuminate a dusty room (visible beam)?
Date: 27 Jul 1998 20:37:29
Message: <35BD0F81.40332013@shaw.wave.ca>
ok, what i want is to have a ball bouncing (no problem) while being
illuminated mostly by an overhead spotlight (no problem) in a dusty room

(ie the spotlight beam is visible - PROBLEM).  i'm not really sure how
to do this, but maybe someone can help me? =)  here's the code i have so

far (rather, most of it... the pertinent part).  i'm pretty sure the
"media" part is wrong, but i have no clue what to change it to.

thanx for any assistance

media {
 scattering { 1, rgb 0.001 }
}

camera {
 location <-15, 10, -40>
 angle 30
 look_at <0, 2, 0>
}

light_source {
 <0, 25, 0>
 colour rgb 1.25
 spotlight
 radius 10
 falloff 15
// tightness 1
 point_at <0, 0, 0>
 area_light
 <0, 5, 0>, <0, 0, 5>, 5, 5
 jitter
 media_attenuation on
 media_interaction off
}

light_source {
 <-15, 10, -40>
 colour rgb 0.25
 shadowless
 media_interaction off
}

sphere {
 <0, 5, 0>, 2
 texture {
  BallTexture
 }
}

plane {
 <0, 1, 0>, -Rad
 texture {
  PlaneTexture
 }
}


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From: Andrew Brannan
Subject: Re: How do I get an overhead spotlight to illuminate a dusty room (visible beam)?
Date: 28 Jul 1998 14:48:48
Message: <35BE0F0D.7FC0@email.uc.edu>
Have you tried using a dust halo?

I just recently downloaded POV-RAY, and was working my way through the
tutorial in the Documentation, and there's a section on using halos to
achieve effects like the one you describe. I want to say it's like
section 4.9 or so in the documentation (I don't have the documentation
on me or a copy of POV-RAY handy or I'd actually write code to help you
out)  I haven't read anything about media yet, so I don't know why the
code you have doesn't work.

Hope this helps point you in the right direction!




> 
> ok, what i want is to have a ball bouncing (no problem) while being
> illuminated mostly by an overhead spotlight (no problem) in a dusty room
> 
> (ie the spotlight beam is visible - PROBLEM).  i'm not really sure how
> to do this, but maybe someone can help me? =)  here's the code i have so
> 
> far (rather, most of it... the pertinent part).  i'm pretty sure the
> "media" part is wrong, but i have no clue what to change it to.
> 
> thanx for any assistance
> 
> media {
>  scattering { 1, rgb 0.001 }
> }
> 
> camera {
>  location <-15, 10, -40>
>  angle 30
>  look_at <0, 2, 0>
> }
> 
> light_source {
>  <0, 25, 0>
>  colour rgb 1.25
>  spotlight
>  radius 10
>  falloff 15
> // tightness 1
>  point_at <0, 0, 0>
>  area_light
>  <0, 5, 0>, <0, 0, 5>, 5, 5
>  jitter
>  media_attenuation on
>  media_interaction off
> }
> 
> light_source {
>  <-15, 10, -40>
>  colour rgb 0.25
>  shadowless
>  media_interaction off
> }
> 
> sphere {
>  <0, 5, 0>, 2
>  texture {
>   BallTexture
>  }
> }
> 
> plane {
>  <0, 1, 0>, -Rad
>  texture {
>   PlaneTexture
>  }
> }


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From:
Subject: Re: How do I get an overhead spotlight to illuminate a dusty room (visible beam)?
Date: 28 Jul 1998 15:00:31
Message: <35BE11BC.375B9561@shaw.wave.ca>
> Have you tried using a dust halo?

if i'm not mistaken, halos were nuked with the release of 3.1, no?
isn't everything now supposed to be controlled with the "media" keyword?


Post a reply to this message

From: Andrew Brannan
Subject: Re: How do I get an overhead spotlight to illuminate a dusty room (visible beam)?
Date: 28 Jul 1998 16:30:10
Message: <35BE26CF.5680@email.uc.edu>

> 
> > Have you tried using a dust halo?
> 
> if i'm not mistaken, halos were nuked with the release of 3.1, no?
> isn't everything now supposed to be controlled with the "media" keyword?

Right you are....  I've been working with v3.02, not v3.1.


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From: Josh English
Subject: Re: How do I get an overhead spotlight to illuminate a dusty room (visible beam)?
Date: 30 Jul 1998 12:31:55
Message: <35C0A037.A036D9FC@spiritone.com>
You may want to try a fog statement with turbulence. That might work.
Otherwise I might increase the color fooorrr  tthe Media statement. right
now you have it set to a very dark gray, almost near black. You might also
try an emission type of media

Josh English
eng### [at] spiritonecom
www.spiritone.com/~english





> ok, what i want is to have a ball bouncing (no problem) while being
> illuminated mostly by an overhead spotlight (no problem) in a dusty room
>
> (ie the spotlight beam is visible - PROBLEM).  i'm not really sure how
> to do this, but maybe someone can help me? =)  here's the code i have so
>
> far (rather, most of it... the pertinent part).  i'm pretty sure the
> "media" part is wrong, but i have no clue what to change it to.
>
> thanx for any assistance
>
> media {
>  scattering { 1, rgb 0.001 }
> }
>
> camera {
>  location <-15, 10, -40>
>  angle 30
>  look_at <0, 2, 0>
> }
>
> light_source {
>  <0, 25, 0>
>  colour rgb 1.25
>  spotlight
>  radius 10
>  falloff 15
> // tightness 1
>  point_at <0, 0, 0>
>  area_light
>  <0, 5, 0>, <0, 0, 5>, 5, 5
>  jitter
>  media_attenuation on
>  media_interaction off
> }
>
> light_source {
>  <-15, 10, -40>
>  colour rgb 0.25
>  shadowless
>  media_interaction off
> }
>
> sphere {
>  <0, 5, 0>, 2
>  texture {
>   BallTexture
>  }
> }
>
> plane {
>  <0, 1, 0>, -Rad
>  texture {
>   PlaneTexture
>  }
> }


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