POV-Ray : Newsgroups : povray.advanced-users : I need help whit a laser beam reflection : I need help whit a laser beam reflection Server Time
5 Jul 2024 14:27:22 EDT (-0400)
  I need help whit a laser beam reflection  
From:
Date: 5 Mar 2008 14:15:00
Message: <web.47cef0ccceab9865a0bf9ac50@news.povray.org>
Hi,
I'm trying to simulate a laser beam using photons through an optical path.
I saw many exemples of this (how to see the beam, functions of radius, count,
spacing, media,...) but when I'm trying to do this by myself, the beam after
reflection is always composed by many distant luminous points.
After many hours of working and manipulations of settings, I'm not able to do
anything to correct this.

This is a simplification of my code.
If you know the problem and are able to do something, could you indicate me the
right code?

Thank you
Sylvain

#version 3.6;
#include "colors.inc"
#include "math.inc"
#include "arrays.inc"
#include "analytical_g.inc"

#declare Use_Photons = yes;

global_settings
        {
        assumed_gamma 1.0 max_trace_level 50
        #if(Use_Photons)
                photons
                {
                autostop 0 count 200000 spacing 0.01 radius 0.05 media 1000
                }
        #end
        }
camera
        {
        angle 90 right -x*image_width/image_height
        location  < 30 , 0 , 0>
        look_at   <0.0 , 0 ,0>
        //Rotate_Around_Trans(<-40,0,0>,<0,0,1000>)
        //rotate <0,90,0>
        }

sphere{<0,0,0>,1 hollow texture{pigment{gradient <0,1,0> color_map{[0.0 color
Black][0.8 color rgb<0.1,0.6,0.9>][1.0 color rgb<0.1,0.6,0.9>]}}finish {ambient
1 diffuse 0}}scale 10000}

#declare Scatter_M = material {texture {pigment { rgbt 1 }finish {ambient 0
diffuse 0}} interior {media {method 3 intervals 1 samples 70, 1000 scattering
{1, rgb 0.1 extinction 0.00001}}}}
sphere {<0,0,0>, 400 hollow material { Scatter_M }  photons {pass_through }}

#declare P1MP = <0, 1, 1 >;
#declare P2MP = <0, -1,-1 >;
#declare P3MP = <0, 1, -1>;
#declare P4MP = <0, -1, 1 >;

polygon{
        5, P1MP, P3MP, P2MP, P4MP, P1MP
        hollow
        finish { reflection {1.0} ambient 0 diffuse 0 }
        pigment { White }
        photons {target reflection on refraction off collect off}
        rotate y*-45
        rotate z*-45
        }

light_source { y*20, Red*10 cylinder  radius 0 falloff 0.5 tightness 0.5
photons {reflection on refraction on} point_at 0 Rotate_Around_Trans(<0,0,45>,
0)}


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