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Very good! Specially the smoke and explosion! :)
But, John, i don't think that fire is much realistic. You can get a much
better result by making the absorption media colors in the density map the
inverse of what they are in the emission block. That way, the absorption
media will absorb the inverted color and let go the same color as in the
emission block.
You may try the modification i did:
#macro denFireBall( is_emitting )
density{
spherical
turbulence .3 lambda 3
#macro fac( colr )
#if (is_emitting)
(colr)
#else
(1-colr)
#end
#end
density_map {
[.01 rgb 0]
[.01 rgb fac(<1,0,0>)]
[1/4 rgb fac(<1,.5,0>)]
[2/4 rgb fac(<1,1,0>)]
[3/4 rgb fac(<1,1,1>)]
}
}
#end
sphere { 0,2 hollow no_shadow
texture { pigment { rgbt 1 } }
interior {
media { emission 2
//density { denFireBall }
denFireBall( yes )
}
media { absorption 2
//density { denFireBall }
denFireBall( no )
}
}
}
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