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I used to be able to render some decent clouds quickly using media, and
writing the method 2 patch was intended to make them appear smoother.
I've been using MegaPOV for awhile and couldn't figure out why media
kept looking banded and acted strangly. I finally tried the same scene
in official POV and noticed that scattering, which is supposed to be the
same as method 1 in MegaPOV, looked totally different.
Try this scene (it's not intended to be artistic). I'll post examples
to p.b.i as well.
#version unofficial MegaPOV 0.5;
#include "colors.inc"
camera {location <0, 20, -100> look_at 20*y}
light_source {<0, 0, -1000> color 1*White
rotate 40*x rotate 0*y
}
plane {y, 0
pigment {color White}
}
sky_sphere{
pigment{
gradient y
color_map{
[0 rgb <1, 1, 1>]
[1 rgb <0, .5, 1>]
}
}
}
intersection {
plane {y, 200}
plane {y, 175 inverse}
pigment {color rgbf <1, 1, 1, 1>}
interior {
media { method 1
scattering {1, .05 extinction 1}
//absorption -.1
intervals 2
samples 4, 4
density {
bozo
turbulence .2
omega .7
color_map {
[0 color White]
[.3 color Black]
[.5 color Black]
[.7 color Black]
[1 color White]
}
scale 75
}
}
}
hollow
}
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"Mike" <Ama### [at] aolcom> wrote ...
> density {
> bozo
> turbulence .2
> omega .7
You're using a bozo density, which is affected by the changes in fractal
noise. You can revert to the old style by putting "#version official 3.1"
at the end of your scene file.
Also, see the recent thread "I don't believe I did that!" in povray.general
for more information.
-Nathan
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