|
|
"Meothuru" <nomail@nomail> wrote:
> ----[Snip]-------------
> sphere { <0, 0, 0>, 0.95
> pigment { color rgbt <0, 0, 0.58824, 0.2> }
> finish { Phong_Glossy }
> translate y*1.61
> }
>
> //*PMName Red Aura
> sphere { <0, 0, 0>, 1.075
> pigment { color rgbt <0, 0, 0, 0.55> }
>
> interior {
> media {
> density {
> cylindrical
> density_map {
> [ 0 color rgb <0, 0, 0> ]
> [ 0.4 color rgb <1, 0, 0> ]
> [ 0.8 color rgb <1, 1, 0> ]
> [ 1 color rgb <1, 1, 1> ]
> }
> }
> emission rgb <1, 1, 1>
> }
> }
> translate y*1.612
> hollow
> }
> ----[Snap]--------------------------
First thing I notice is that the aura container is visible; this may be
intentional, but I think it makes the whole thing look crappy. So I'd try with
rgbt <0,0,0,1>. Also make sure that you don't have any finish on it (i.e.
ambient 0 diffuse 0 specular 0).
The next issue is that media effects totally filling a container generally don't
lool too convincing, so you want to have the density fall off towards the
outside.
You can achieve this by using a second density{} statements in the media, using
e.g. a properly scaled onion density map; this will effectively multiply both
densities, i.e. where any one of them is zero the total density will be zero,
and only where both are 1 the total density will be 1.
You may also want to give the whole thing some irregularity - you can use a
third density map for that, using a bozo pattern and some warp turbulence, for
instance.
Post a reply to this message
|
|