POV-Ray : Newsgroups : povray.binaries.images : Blender exporter now features smoke simultation export via DF3 : Re: Blender exporter now features smoke simultation export via DF3 Server Time
7 Nov 2024 15:33:32 EST (-0500)
  Re: Blender exporter now features smoke simultation export via DF3  
From: LanuHum
Date: 6 Mar 2015 16:25:01
Message: <web.54fa1a68d9092e537a3e03fe0@news.povray.org>
"Mr" <nomail@nomail> wrote:
> "LanuHum" <Lan### [at] yandexru> wrote:
> > When we are able to test a smoke? :)
>
> it's already in the source

Oops :(
//----------------------------------------------
//--Exported with POV-Ray exporter for Blender--
//----------------------------------------------

#version 3.7;

//--Global settings--

global_settings {
    assumed_gamma 1.0
    max_trace_level 5
    ambient_light rgbt<0, 0, 0,1>
}

//--Custom Code--

#declare CURFRAMENUM = 42;
//#include "/home/user/directory/animation_include_file.inc"

//--Patterns Definitions--


 #declare PAT_Flame =
pigment {
}

#declare fPAT_Flame=
function{pigment{PAT_Flame}}



 #declare PAT_Smoke_Density =
pigment {
}

#declare fPAT_Smoke_Density=
function{pigment{PAT_Smoke_Density}}



//--Background--

background {rgbt<0.00971, 0.271, 0.985, 0>}

//--Cameras--

#declare camLocation  = <7.481132, 5.343666, 6.507640>;
#declare camLookAt = <-27.098163, 46.688390, -0.903519>;
camera {
    location  <0, 0, 0>
    look_at  <0, 0, -1>
    right <-1.7777777777777777, 0, 0>
    up <0, 1, 0>
    angle  49.134343
    rotate  <-27.098163, 46.688390, -0.903519>
    translate <7.481132, 5.343666, 6.507640>
}

//--Lamps--

light_source {
    < 0,0,0 >
    color rgb<2, 2, 2>
    fade_distance 14.999991
    fade_power 2
    matrix <-0.290865, -0.055189, -0.955171,  -0.771101, 0.604525, 0.199883,
0.566393, 0.794672, -0.218391,  4.076245, 5.903862, -1.005454>
}
#declare lampTarget1= vrotate(<-4.076,-1.005,-5.904>,<0.6503,0.05522,1.866>);

//--Material Definitions--

#default{ pigment{ color rgb 0.8 }}
#declare shader_ = finish {  //translation of spec and mir levels for when no
map influences them
    diffuse 0.8
    phong 70.0
}

#declare shader_Smoke_Domain_Material = finish {  //translation of spec and mir
levels for when no map influences them
    brilliance 1.8
    phong 0.5
    phong_size 25.2
    diffuse 0.8 0
    ambient 1
    emission 0
    conserve_energy
}

#declare shader_Smoke_Domain_Material0 = finish {  //No specular nor Mirror
reflection
    brilliance 1.8
    specular 0
    diffuse 0.8 0
    ambient 1
    emission 0
    conserve_energy
}

#declare shader_Smoke_Domain_Material1 = finish {  //Maximum Spec and Mirror
    specular 1
    diffuse 0.8 0
    ambient 1
    emission 0
    conserve_energy
}


//--Mesh objects--

//--Smoke--

box{<-1,-1,-1>, <1, 1, 1>
    pigment{ rgbt 1 }
    hollow
    interior{ //---------------------
        media{ method 3
               emission <1,1,1>*1
               scattering{ 1, // Type
                  <1,1,1>*0.1
                } // end scattering
                density{density_file df3
"/home/leonid/bin/bin-2.73a/bin/2.73/scripts/addons/render_povray/preview/smoke.df3"
                        color_map {
                        [0.00 rgb 0]
                        [0.05 rgb 0]
                        [0.20 rgb 0.2]
                        [0.30 rgb 0.6]
                        [0.40 rgb 1]
                        [1.00 rgb 1]
                       } // end color_map
               } // end of density
               samples 32 // higher = more precise
         } // end of media --------------------------
    } // end of interior
scale<6,6,6>
translate<-1,-1,-1>
matrix <2.000000, 0.000000, 0.000000,  0.000000, -0.000000, -2.000000,
0.000000, 3.000000, -0.000000,  0.000000, 1.000000, -0.000000>
}

No smoke!


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smoke.jpg


 

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