POV-Ray : Newsgroups : povray.newusers : Media in a torus : Re: Media in a torus Server Time
6 Sep 2024 06:20:56 EDT (-0400)
  Re: Media in a torus  
From: gemelli david
Date: 8 Dec 1998 06:39:59
Message: <366D0FE2.DD559655@imerir.asso.fr>
Thanks for your suggestions, but the spherical item doesn't seem to make the dust
more
realistic. I've posted a very little and poor quality image (in binaries.image
title:"My dust is very bad") to show what I have by now.
Maybe someone can help me regarding to this example.
                        David



> I thought maybe someone would have responded to your asking for help by now.
> I can say, try a 'spherical' density instead of a gradient one but I don't
> know what the end product is supposed to look like. All I could tell is the
> torus grows wider along the ground plane.
> I expected it to be more like a fireball in the air.
> Anyway, spherical is one possibility, perhaps scaled smaller in the y than in
> the x an z (scale <1,0.5,1>). And speaking of scale, when media is scaled up
> it intensifies the effect of the media used, scaled down it de-intensifies.
> So, try and setup the media into the object first and then adjust the density
> color values up or down.
> Another way is to use 'scattering' as well and adjust it (it can use a color
> vector too).
> There's my hints.
>
> Message <36679D03.F2CACD3A@imerir.asso.fr>, gemelli david  typed...
> >
> >Hi,
> >I am currently doing a scene where an atomic bomb is exploding on a
> >futuristic battlefield.
> >I have made a dust wave using a torus and media but the result isn't
> >very good.
> >What media feature can I use to make realistic dust (it must be a
> >colored dust).
> >Is it possible to make a gradient from the center of the torus donut (is
> >that the expression ?)
> >to its surface ?
> >    Thanks.
> >                                                David.
> >This is the what I am currently using:
> >
> >#local Dust_Media_1 =
> >media {
> >     absorption 0.3
> >     intervals 20
> >     density {
> >          gradient y
> >          turbulence 0.2
> >          color_map {
> >               [0 color rgb<0.7,0.7,0.9>]
> >               [0.6 color rgb<0.5,0.6,0.8>]
> >               [0.98 color rgb<0,0,0>]
> >               [1 color rgb<0,0,0>]
> >          }
> >     }
> >}
> >
> >#local Dust_Media_2 =
> >media {
> >     emission 0.08
> >     intervals 20
> >     density {
> >          gradient y
> >          turbulence 0.2
> >          color_map {
> >               [0 color rgb<0.456863,0.319608,0.037255>]
> >               [0.9 color rgb<0.556863,0.419608,0.137255>]
> >               [0.95 color rgb<0,0,0>]
> >               [1 color rgb<0,0,0>]
> >          }
> >     }
> >}
> >
> >torus {
> >     (40 * CLOCK_DUST) + 1
> >     1.8
> >     pigment {rgbt <1,1,1,1>}
> >     interior {
> >          media {
> >               Dust_Media_1
> >               scale <2,2,2>
> >          }
> >          media {
> >               Dust_Media_2
> >               scale <2,2,2>
> >          }
> >     }
> >     scale <2, 2, 2>
> >     translate <0,(20*(1/256)*100)-(4*ALTITUDE_DUST),0>
> >     hollow
> >}
> >
>
> --
>  omniVERSE: beyond the universe
>   http://members.aol.com/inversez/POVring.html
> =Bob


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