POV-Ray : Newsgroups : povray.binaries.images : No pointlight-atmospheric media interaction here. (43kb) : Re: No pointlight-atmospheric media interaction here. (43kb) Server Time
3 Oct 2024 19:17:59 EDT (-0400)
  Re: No pointlight-atmospheric media interaction here. (43kb)  
From: Jerome M  BERGER
Date: 8 Oct 1999 20:40:20
Message: <37FE8EE5.986C97BC@enst.fr>
"Greg M. Johnson" wrote:
> 
> So what am I doing wrong?
> 
> #include "colors.inc"
> #include "textures.inc"
> #include "stones.inc"
> #include "metals.inc"
> 
> //global_settings { max_trace_level 12 }
> 
> //background {Black+Blue/5}
> 
> sphere {<0,400,0>,13
>         rotate<0,0,0>
>         pigment {White}
>         }
> sphere {<0,400,0>,13
>         rotate<0,0,20>
>         pigment {White}
>         }
> sphere {<0,400,0>,13
>         rotate<0,0,-20>
>         pigment {White}
>         }
> sphere {<0,400,0>,13
>         rotate<0,0,40>
>         pigment {White}
>         }
> sphere {<0,400,0>,13
>         rotate<0,0,-40>
>         pigment {White}
>         }
> sphere {<0,400,0>,13
>         rotate<0,0,60>
>         pigment {White}
>         }
> sphere {<0,400,0>,13
>         rotate<0,0,-60>
>         pigment {White}
>         }
> sphere {<0,400,0>,13
>         rotate<0,0,80>
>         pigment {White}
>         }
> sphere {<0,400,0>,13
>         rotate<0,0,-80>
>         pigment {White}
>         }
> 
> sphere {<0,400,0>,13
>         rotate<0,0,100>
>         pigment {White}
>         }
> sphere {<0,400,0>,13
>         rotate<0,0,-100>
>         pigment {White}
>         }
> 
> #declare f=.084;    // was 0.08
> #declare R=399;
> 
> #declare funk=
> 
> isosurface {          function
>           {noise3d(x*f,y*f,z*f)}
> 
>          accuracy 0.01
>          threshold 0.0
> 
>          bounded_by {
>          sphere{0,500*(.40+clock)}
>                     }
>         rotate <0,0,90>
> 
>
//pigment{functionabs((noise3d(x*2,y*4,z*4)*.875)&(noise3d(x*4,y*2,z*4)*.875)&(noise3d(x*4,y*4,z*2)*.875))
> poly_wave}
>         pigment{Green}
>         finish{ambient 0.20 reflection .0}
>         normal {crackle}
>         }
> 
> //object {funk }
> 
> camera {
>   location <0,170,-400>*3.1
>   look_at <0,100,0>
>   angle 48
> }
> 
> light_source{<0.005,0.00081,0.00081>  color White*14
> media_interaction on}
> 
>   /*
>   light_source {  <0,0,0>
>     color White*14
>     spotlight
>     radius 90
>     falloff 89//28
>     tightness 1
>     point_at x
> 
>   }
>     */
> #declare j=10;
> 
> media {                         //media scattering
>   intervals 10
>   scattering { 2, red 0.05 blue 0.001 green 0.02}
>   samples 1, 10
>   confidence 0.9999
>   variance 1/1000
>   ratio 0.9
> }
> 
>   ------------------------------------------------------------------------
>  [Image]

	There is, but it doesn't appear because there's nothing to stop the
rays (except for the spheres, but the media here is white anyway).
	If you add a plane { -z, -100 pigment { rgbt 1 } hollow } the media
appears...

		Jerome

PS: if you render at higher res, you'll see the media appear for a few
pixels in the pic...

-- 
*******************************

* they'll tell you what can't * mailto:ber### [at] inamecom
* be done and why...          * http://www.enst.fr/~jberger
* Then do it.                 *
*******************************


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