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Scattering much depends on the surrounding environment, the code you posted
here looks solid in all my tests.
BTW if you use a cylinder bigger than the light beam (with non-zero
extinction) you will see the bigger cylinder absorbing part of the
background.
--
Jonathan.
"Mick Hazelgrove" <mic### [at] mhazelgrove fsnet co uk> ha scritto nel messaggio
news:3bed3e61@news.povray.org...
> How can I make the beam of light solid - code follows
>
> light_source {
> <-0, 5, 0>
> color rgb <1,1,1>*30
> spotlight
> cylinder
> point_at <0, -10, 0>
> radius .5 // hotspot (inner, in degrees)
> tightness 10 // tightness of falloff (1...100) lower is
softer,
> higher is tighter
> falloff 3 // intensity falloff radius (outer, in degrees)
> media_interaction on
> }
> cylinder{y*-10,y*10,1//was2
> pigment {color rgbt 1}
> interior{
> media{
> scattering{1,1 extinction .125}
> method 3
> samples 20,100
> intervals 10
> }
> }
> hollow
> }
>
> Mick
>
>
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