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Here's a 'complete' scene including your scattering media (with a camera and a
light-- having a LIGHT is important for seeing this media type) plus a HOLLOW
container object for the media to be enclosed in. (A simple sphere here.) At
least you'll see *something* now! ;-)
Note a few changes: I changed the material's pigment color to plain srgbt 1, for
simplicity. I eliminated the '10000' divisor in your media color, as that would
have made the media way too dark to see (or not enough 'density'). I also
commented-out the scale and rotation at the end of the material statement;
that's probably best done in the OBJECT instead. (But note that scaling an
object with media also scales the media density, which you may not want.
Here's a kind of rule-of-thumb: If you scale up the size of the final object,
say scale 10, then you should probably scale the media itself to 1/10, to
compensate. *Then* experiment with further scaling if you want.)
#version 3.7
global_settings{assumed_gamma 1.0}
camera {
perspective
location <0, 0, -5>
look_at <0, 0, 0>
right x*image_width/image_height
// angle 67
}
light_source {
0*x // light's position (translated below)
color rgb <1,1,1>
translate <-20, 40, -20>
}
#local atmos_material =
material
{
// check TexQual here?
texture {
pigment {srgbt 1}}
interior
{
media
{
scattering
{
4, color rgb <0.2,0.4,1.0>// crappy approximaion of TerraPOV value
extinction 1
}
samples 1,1
density
{
cylindrical
poly_wave 0.25
color_map
{
[0 srgb 1.0]
[1 srgb 0.0]
}
}
}
}
//scale 10
//rotate x * 90
}
sphere{0,1
hollow // IMPORTANT!
material{atmos_material}
}
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