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Hi, I hope this is the right place to ask my question.
I tried creating a flame object in POV3.1, using an emission media. But
it only works if the background is black or very dark - otherwise the
background is visible through the flame and it looks unrealistic. I'm now
looking for an example of a flame media or a tutorial how to avoid this
look-through effect of the emission media. I was following some links
from povray.org but didn't find anything useful yet - however i got the
impression that media isn't really suited for a realistic flame effect.
Can you give me any hints how to use media for a realistic looking flame
?
And if it's not possible with media, what else could i try ?
Thanks in advance,
Elias Pschernig
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"Elias Pschernig" <eli### [at] aonat> wrote in message
news:39f08dc6$1@news.povray.org...
> Hi, I hope this is the right place to ask my question.
It is.
> I tried creating a flame object in POV3.1, using an emission media. But
> it only works if the background is black or very dark
>
> Can you give me any hints how to use media for a realistic looking flame?
Simple answer is, use 'scattering {}' along with some 'absorption'. A plain
emission media is just luminous and nothing more.
Should be quite a few examples at the povray.text.scene-files or
povray.binaries.scene-files groups. Even in the povray.binaries.images group
probably, along with the images of flames, fire, or candles. Search should
locate something.
Bob
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> Should be quite a few examples at the povray.text.scene-files or
> povray.binaries.scene-files groups. Even in the povray.binaries.images
group
> probably, along with the images of flames, fire, or candles. Search
should
> locate something.
Thanks, i didn't know what the other newsgroups were about. It seems i
will find examples for almost anything i want to try there : )
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"Bob H." wrote:
>
> Simple answer is, use 'scattering {}' along with some 'absorption'. A plain
> emission media is just luminous and nothing more.
>
Why scattering? You should manage fine by combining emission and absorption,
with absorption colour being the spectral opposite of emission colour.
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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"Margus Ramst" <mar### [at] peakeduee> wrote in message
news:39F### [at] peakeduee...
> "Bob H." wrote:
> >
> > Simple answer is, use 'scattering {}' along with some 'absorption'. A
plain
> > emission media is just luminous and nothing more.
>
> Why scattering? You should manage fine by combining emission and absorption,
> with absorption colour being the spectral opposite of emission colour.
Because I always have to fight with the two combined it seems, scattering
always seems easier way out. Perhaps only a personal struggle.
Bob
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"Elias Pschernig" <eli### [at] aonat> wrote in message
news:39f08dc6$1@news.povray.org...
> Hi, I hope this is the right place to ask my question.
>
As someone else has already said, you need to combine emission with
absorption (scattering can help but is not essential and is definately
slower to render).
The main thing is to make your emitting media the opposite colour of your
absorption media - eg. if your emitting media is rgb<1,0,0> then your
absorption media would want to be rgb<0,1,1>.
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Tom Melly wrote:
>
> As someone else has already said, you need to combine emission with
> absorption (scattering can help but is not essential and is definately
> slower to render).
Yet another solution : you can extend the strong density area.
Use a poly_wave modifier with the density pattern, for example density
{spherical poly_wave 0.3}.
--
JM
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Jean-Michel Grimaldi wrote:
>
> Yet another solution : you can extend the strong density area.
> Use a poly_wave modifier with the density pattern, for example density
> {spherical poly_wave 0.3}.
>
But only emitting media looks washed-out on a light background regadless of
density, because its aggregate colour is just added to the background colour.
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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Thank you all for your suggestions. Adding absorption in the opposite
color, (and using rgb components > 1) enabled me to make a flame just
like i wanted it or even a bit better :)
All i originally wanted to do with povray was making a flaming text - but
then i started building a scene with a candle, and it's been eating my
spare time since then. Now i'm going to build my own wood texture for a
table. I think next week i'll have something to post on
povray.binaries.images..
Elias
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"Elias Pschernig" <eli### [at] aonat> wrote in message
news:39f97a91$1@news.povray.org...
> Thank you all for your suggestions. Adding absorption in the opposite
> color, (and using rgb components > 1) enabled me to make a flame just
> like i wanted it or even a bit better :)
> All i originally wanted to do with povray was making a flaming text - but
> then i started building a scene with a candle, and it's been eating my
> spare time since then. Now i'm going to build my own wood texture for a
> table. I think next week i'll have something to post on
> povray.binaries.images..
>
He's hooked.....
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