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Seeing this has to do with MegaPov I guess I have to post this here. I'm trying
to get a fire effect with iso surfaces and I keep getting dark shaded areas.
I've tried lot's of different types of emmiting media and I still can't get it
right.
I'll post the code I'm using to p.t.s-f.
Regards
--
/* Nekar Xenos */#local N=<-20,40,100>;#local K=<20,-40,100>;#local R=seed(0);
blob{#while((K-N).x>0)#local X=N;#local N=N+<rand(R),rand(R),1>/3;#local N=(
vlength(N-K)<vlength(X-K)?N:2*X-N);sphere{<N.y,-N.x,N.z>,1,1 scale .02}sphere{N
,1,1 scale.02}sphere{<-N.x-40,N.y,N.z>1,1 scale.01}sphere{<N.x+40,-N.y,N.z>1,1
scale.01 }#end pigment{rgbt 1}interior{media{emission <2,4,5>*5}}hollow}
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"Nekar Xenos" <j-p### [at] citywalkcoza> wrote in message
news:3b1dfe30@news.povray.org...
> Seeing this has to do with MegaPov I guess I have to post this here. I'm trying
> to get a fire effect with iso surfaces and I keep getting dark shaded areas.
> I've tried lot's of different types of emmiting media and I still can't get it
> right.
>
> I'll post the code I'm using to p.t.s-f.
a "max_trace" in your iso might fix the problem...
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Hi Nekar,
Nekar Xenos wrote:
>
> Seeing this has to do with MegaPov I guess I have to post this here. I'm trying
> to get a fire effect with iso surfaces and I keep getting dark shaded areas.
> I've tried lot's of different types of emmiting media and I still can't get it
> right.
>
> I'll post the code I'm using to p.t.s-f.
>
All I did was use
global_settings
{
max_trace_level 30
assumed_gamma 1
ambient_light 1
}
and put
accuracy 0.00001
in the isosurface definition.
Bye for now,
Mike.
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"Michael Andrews" <M.C### [at] readingacuk> wrote in message
news:3B1E0C1E.725E956D@reading.ac.uk...
> Hi Nekar,
>
> Nekar Xenos wrote:
> >
> > Seeing this has to do with MegaPov I guess I have to post this here. I'm
trying
> > to get a fire effect with iso surfaces and I keep getting dark shaded areas.
> > I've tried lot's of different types of emmiting media and I still can't get
it
> > right.
> >
> > I'll post the code I'm using to p.t.s-f.
> >
>
> All I did was use
>
> global_settings
> {
> max_trace_level 30
> assumed_gamma 1
> ambient_light 1
> }
>
> and put
>
> accuracy 0.00001
>
> in the isosurface definition.
>
> Bye for now,
> Mike.
Thanks, but I don't think ambient_light 1 will work for the scene I intend using
this in.
- Nekar
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ambient_light 1 is default, so whether it's there or not same result.
Bob H.
"Nekar Xenos" <j-p### [at] citywalkcoza> wrote in message
news:3b1e1191@news.povray.org...
> "Michael Andrews" <M.C### [at] readingacuk> wrote in message
> news:3B1E0C1E.725E956D@reading.ac.uk...
> > Hi Nekar,
> >
> > Nekar Xenos wrote:
> > >
> > > Seeing this has to do with MegaPov I guess I have to post this here.
I'm
> trying
> > > to get a fire effect with iso surfaces and I keep getting dark shaded
areas.
> > > I've tried lot's of different types of emmiting media and I still
can't get
> it
> > > right.
> > >
> > > I'll post the code I'm using to p.t.s-f.
> > >
> >
> > All I did was use
> >
> > global_settings
> > {
> > max_trace_level 30
> > assumed_gamma 1
> > ambient_light 1
> > }
> >
> > and put
> >
> > accuracy 0.00001
> >
> > in the isosurface definition.
> >
> > Bye for now,
> > Mike.
>
> Thanks, but I don't think ambient_light 1 will work for the scene I intend
using
> this in.
>
> - Nekar
>
>
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In article <3b1e1191@news.povray.org>,
"Nekar Xenos" <j-p### [at] citywalkcoza> wrote:
> Thanks, but I don't think ambient_light 1 will work for the scene I intend
> using this in.
Why not? Can't you modify the ambient values of everything else to
compensate?
I always leave ambient_light at rgb < 1, 1, 1>, because it is so much
more flexible to just modify individual textures.
--
Christopher James Huff - chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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"Bob H." <omn### [at] msncom> wrote in message news:3b1e799c@news.povray.org...
> ambient_light 1 is default, so whether it's there or not same result.
>
Oops!
Ok, thanks.
--
/* Nekar Xenos */#local N=<-20,40,100>;#local K=<20,-40,100>;#local R=seed(0);
blob{#while((K-N).x>0)#local X=N;#local N=N+<rand(R),rand(R),1>/3;#local N=(
vlength(N-K)<vlength(X-K)?N:2*X-N);sphere{<N.y,-N.x,N.z>,1,1 scale .02}sphere{N
,1,1 scale.02}sphere{<-N.x-40,N.y,N.z>1,1 scale.01}sphere{<N.x+40,-N.y,N.z>1,1
scale.01 }#end pigment{rgbt 1}interior{media{emission <2,4,5>*5}}hollow}
Post a reply to this message
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