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A couple of things to point out.
'no_shadow' isn't needed when using rgbt (transmit) color vector for the
container object pigment, only rgbf (filter) can cast shadows.
The filter used in both your 'emission' and 'scattering' isn't a part of
their syntax so don't use anything except rgb<#,#,#>.
In the 'light_source' it would be a very good idea to use 'fade_distance D'
(D=some unit # for scale of scene) and 'fade_power 2' so that there is a
brighter inner region and dimmer outer region. And since light sources
interact with media by default the light might be better suited using the
media container as a 'looks_like' instead of unioned as you now have it.
Although, unless 'media_attenuation' is set to on in the light I don't think
it matters unless 'absorption' is used in the media.
Disclaimer: I've been known to be wrong before.
Anyway, for a brighter flame object you'll want to increase emission, or
lower scattering (and/or density). For brighter illumination you'll need to
increase the lights color vector, of course.
Bob
"Yann Ramin" <atr### [at] atrustrivalie eu org> wrote in message
news:39ced67f@news.povray.org...
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| I'm trying to produce a flame based upon a burning gas, but used for
| illumination. I've come up with two different ideas. Both of them don't
| put out enough light, and could use some work. Any ideas? This is
| designed for an outdoor lighting situation.
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