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So, first of all, media_attenuation only takes
care that light diminishes when traveling through
media or fog.
Media_interaction actually sets if the light is visible
in the scattering-media.
Another thing to notice is that realistic light-sources
should use a fade_power of 2. To get extra-realism,
use a low fade_distance settings (perhaps around .1)
but higher rgb values, like 7 to 12 or such.
In your case you might try other scattering types.
Type 1 is the most predictable and may already
solve what you want.
Another thing to notice is extinction inside the
scattering statement. It takes care that lighting
of media-particles diminishes the more the light
has to travel through the media. Setting it to
0 might also help to increase the brightness
if the dust.
And for the coincident surfaces, I meant that you
should take care that the walls of the media-container
and the actual walls of the room don't overlap.
When both have the same dimensions, it could
happen that you get some media artefacts on the
walls.
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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