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I agree with Margus. Just add another media in the same object (not another
density, but another media), and make it an absorbing media with exactly
the opposite colors in the color_map. Here's an example for the "Outer"
media (each color = <1,1,1> - previous_color):
#declare Outer = media {
intervals 2
samples 1, 2
confidence 0.9
variance 1/1000
//emission rgb<0,1,1>
absorbtion <1,0,0>
density {
radial
turbulence 0.0009
color_map {
//[0.0 color rgb <0, 1, 1>]
[0.0 color rgb <1, 0, 0>]
//[0.2 color rgb <0, 1, .9>*15]
[0.2 color rgb <1, 1-0.15, 1-0.9*0.15>]
//[0.5 color rgb <0, 1, 1>]
[0.5 color rgb <1, 0, 0>]
//[1.0 color rgb <0, 1, 1>]
[1.0 color rgb <1, 0, 0>]
}
}
}
I hope this works (not yet tested).
-Nathan
Margus Ramst wrote:
>
> Scattering or absorption. I recommend the latter, actually. Renders faster and
> I don't believe the blade of a lightsabre is made up of scattering particles.
> Anyway, in either case it's very difficult to balance emission/absorption
> components just right. Good luck.
>
> Margus
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