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"Nathan Kopp" <Nat### [at] Koppcom> wrote in message
news:39a9d1d7$1@news.povray.org...
>
> Making it fully wave-dependent would be nearly (if not fully) impossible,
> because POV uses the RGB format to store all colors. This means that the
> specturm is discritized into three steps - red, green, and blue. This
> leaves very little information to be used by wavelength-dependent
features.
>
> However... scattering can be color-dependent. Note that I say
> color-dependent and not wavelength-dependent... they are different. Used
> properly, you can make color-dependent scattering look a whole lot like
> wavelength-dependent scattering. For example, some work has been done
using
> scattering type 4 to simulate earth's atmosphere (using scattering type 2
> for clouds within the atmosphere). Using a bluish color for scattering,
> with an appropriate density and an extinction of 1.0 generates a nice blue
> sky. And when the light source (sun) is rotated around this virtual
earth,
> nice pink and red sunsets appear almost magically. I did some tests a
while
> back (based on someone else's original code) and it worked very well
(though
> it was _very_ slow).
Can you point me to where I might find any examples of what you describe
here?
Thanx..
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