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THANKS.
The key is to leave the media "out of" the interior of the sphere. I had
received advice before but I interpreted it as suggesting that I put the
media INSIDE the hollow object or plane. This didn't look that good with the
scene I was considering at the time. With media inside the hollow object,
there was too much attention drawn to the interface of the object. (BTW, a
sphere, rather than a cone, would be needed for my ultimate project: light
pouring out of a porous 3dnoise isosurface!)
sphere { 0, 400 pigment {rgbt 1} hollow
// comment out the 1st or 2nd line following
}
//interior{
media {
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
}
}
//uncomment out the next line if you uncomment out the 2nd line above.
//}
Ron Parker wrote:
> On Sun, 10 Oct 1999 15:43:41 -0400, Greg M. Johnson wrote:
> >This is a multi-part message in MIME format.
> >--------------0F39FD1270EE228044A619BF
> >Content-Type: text/plain; charset=us-ascii
> >Content-Transfer-Encoding: 7bit
> >
> >Here are images which document the difference between pointlight and
> >spotlight interactions with atmospheric media. If that's the way it's
> >supposed to be, then so be it. This difference is quite annoying to me
> >as it goes against my intuition that point and spot lights should be the
> >same kind of animule, just different in their directional coverage.
>
> Try adding this line at the end of your scene:
>
> cone { 0, 0, 600*y, 50 pigment {rgbt 1} hollow}
>
> See my posting from a couple weeks ago on why this has the effect it
> does. (povray.general, I think. Something about media tutorials or
> such. Maybe someone could post a more complete reference?)
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