POV-Ray : Newsgroups : povray.binaries.images : POV-Fairies(more glowing light effects) - glowing lights2.jpg (1/1) : Re: POV-Fairies(more glowing light effects) - glowing lights2.jpg (1/1) Server Time
1 Oct 2024 15:22:26 EDT (-0400)
  Re: POV-Fairies(more glowing light effects) - glowing lights2.jpg (1/1)  
From: ryan constantine
Date: 2 Sep 2000 19:41:20
Message: <39B19012.999AB54@yahoo.com>
excellent!

Chris Huff wrote:
> 
> In article <39B1517F.77CE31CA@yahoo.com>, ryan constantine
> <rco### [at] yahoocom> wrote:
> 
> > hey chris, how's it going?  question:  what kinds of parameters does
> > this glow thing have?
> 
> Right now:
> light_source {
>     glow {FLOAT_BRIGHTNESS
>         glow_type |0|1|
>         |turbulence|lambda|octaves|omega|
>     }
> }
> I expect to have more parameters and glow types, a slightly different
> syntax, and a turbulence scale(which will be useable for everything that
> uses turbulence) soon.
> 
> > could one make them look really really small? like sparks?
> 
> Currently, the size depends solely on the brightness. I plan on adding
> additional ways to control the size.
> 
> > how fast do they render?
> 
> Very. Since they don't do actual volume sampling, like media, there are
> some shortcuts you can make.
> 
> > can the centers be less white (more saturated)?
> 
> Yes, that is due to oversaturation, reducing the brightness will reduce
> the white amount. I may attempt to optionally change this too.
> 
> > what about making the light a visible point with a color but no glow
> > halo?
> 
> I don't see the point in this...just use a looks_like object or a
> shadowless sphere with high ambient.
> 
> > if they could look like sparks, and if it is fast enough, it might be
> > cool to set magnitude high, fade distance to zero, and fade factor
> > really high (so a few hundred of these don't wash out the scene) and
> > add these to one of the great explosion experiments that have been
> > done in the past.
> 
> Yes, that is one other use of this patch. They are definitely fast
> enough: this scene has 32 of them, and took 1 minute to render on my 266
> G3. I suspect most of that was due to the lights, if multiple glows are
> used without lights it could be much faster. A few hundred would
> probably be no problem.
> 
> > maybe use the particle emitter patch to emitt these new 'light
> > particles'.  put the emitter in the center of the explosion, make it
> > go boom, and watch sparks fly, and die out at approximately the same
> > distance.  what do you think?  watch the death star explosion for
> > what i'm thinking of.  not a whole lot of smoke or flame, just a
> > little, but with a lot of sparks.
> 
> I have thought of doing this, it should be quite easy with the
> get_particle() function. I have been planning to do this as soon as I
> get glows outside of light_sources(which will probably be done in a few
> minutes).
> 
> --
> Christopher James Huff
> Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
> 
> <><


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