|
|
Okay I figured out the errors of my way, my bad, which was that you have to
have some color in the object (I had it all white) AND you can't have it
completely transparent or you won't anything. Like this:
#declare Cone_Light =
material // Cone Light
{
texture
{
pigment
{
color rgbt <0.501961, 1.0, 1.0, 0.968733>
}
finish
{
ambient 1.0
diffuse 1.0
specular 0.007167
roughness 0.654133
}
}
}
Make sense? Now I guess I should add another cone inside of it to make it
more realistic?
"bob h" <omn### [at] charternet> wrote in message
news:3c424849$1@news.povray.org...
> Here it is with scattering so shadows show up in the light beam.
> Admittedly, I don't know geometry well enough to keep the distance and
width
> of light beam in sync. Must be a formula for keeping angle relative to
the
> cone apex height and base diameter ratio.
> BTW, this was fairly quick for me to render.
>
> #declare F=1.333; // fudge factor
> #declare D=10*F; // distance
> #declare S=5*F; // scale
>
> #declare ConeOfLite=
> cone {
> 0,0,y,1
> pigment {rgbt 1}
> interior {
> media {
> emission 1/3/S // intensity of air glow
> scattering {1,0.2}
> density {
> cylindrical
> }
> }
> }
> scale <S,D,S> // x and z are width, y is length or distance
> hollow
> }
>
> light_source {
> 0, 1
> spotlight
> point_at y
> radius 6*S
> falloff 12*S
> looks_like {ConeOfLite}
> rotate <120,90,0> translate <-3,2,0>
> }
>
> plane {y,-1
> pigment {rgb <.9,.6,.3>}
> }
>
> sphere {0,1 pigment {rgb .5}}
>
>
>
Post a reply to this message
|
|