POV-Ray : Newsgroups : povray.newusers : Glowing things. Server Time
6 Nov 2024 12:19:28 EST (-0500)
  Glowing things. (Message 1 to 4 of 4)  
From: Drew
Subject: Glowing things.
Date: 2 Nov 1998 20:25:11
Message: <363E5B7F.CBC01D20@pilot.msu.edu>
Hello everyone and anyone.

How do you make objects glow? Do I need an atmosphere? I rendered an
object with transmit values of 1 and but there is no "halo" around it
and it does not glow into the shadow and reflect off the surface behind
it. I think I might have just answered my question. Im going to try that
now. But I still would like any tips or information anyways.
Thanks
Drew


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From: Ken
Subject: Re: Glowing things.
Date: 2 Nov 1998 20:36:06
Message: <363E5DC2.D7537574@pacbell.net>
Drew wrote:

> Hello everyone and anyone.
>
> How do you make objects glow? Do I need an atmosphere? I rendered an
> object with transmit values of 1 and but there is no "halo" around it
> and it does not glow into the shadow and reflect off the surface behind
> it. I think I might have just answered my question. Im going to try that
> now. But I still would like any tips or information anyways.
> Thanks
> Drew

  Just for fun try adding a very high ambient value to your glowing object.
Values from 0.8 - 10.0 . It might do what you want without having to go
with atmosphere, halos, or media.

Ken Tyler


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From: =Bob
Subject: Re: Glowing things.
Date: 4 Nov 1998 07:31:45
Message: <36404931.0@news.povray.org>
"Answered your own question"??
Wish I knew what it is.
Sounds like you want a fuzzy luminous object. Version 3.1 'media' or 3.0 
'halo' may be the only way to go.
Multiple rescaled objects (near the original size) with varying transparency 
is another, though messy, solution.
If you are thinking of getting a glow effect to show up on other objects they 
will either need reflectivity or radiosity or both for the glowing object to 
affect them.
Best thing for you would be to use an 'emission' media contained by the 
'hollow' object (transmit 1; though this means invisible, not transmitting 
light) you want to be "glowing"; scale this slightly larger and keep the 
original object within that one. They will need to be kept centered of course.
Something like this (fill in with own things):

#declare Glower =
cone {0*y,1,1*y,0
 pigment {rgbt 1}
  interior { //very simplistic example
   media {emission 1
     scattering {1,1}
   }
  }
 hollow
}

#declare NoGlow =
cone {0*y,1,1*y,0
 pigment {rgb 1}  //use hollow if filter or transmit is used
 //hollow //uncomment if this is to be semi-transparent
}

object {Glower scale 1.1}
object {NoGlow}

Message <363E5B7F.CBC01D20@pilot.msu.edu>, Drew  typed...
>
>Hello everyone and anyone.
>
>How do you make objects glow? Do I need an atmosphere? I rendered an
>object with transmit values of 1 and but there is no "halo" around it
>and it does not glow into the shadow and reflect off the surface behind
>it. I think I might have just answered my question. Im going to try that
>now. But I still would like any tips or information anyways.
>Thanks
>Drew

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/POVring.html
=Bob


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From: Peter Popov
Subject: Re: Glowing things.
Date: 4 Nov 1998 14:06:53
Message: <3640a5cd.0@news.povray.org>
I would go for a .df3 media derived from the object and contained in
another, hollow and transparent, copy of the object . If your object is
(mostly) convex, then scaling the media + container down a bit will account
for an internal glow (neon tube type), and vice versa, scaling the media +
container up a little will render an external glow, like the effect of those
UV neon bulbs in disco clubs.

Peter


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