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Yes! That is what I'm trying to get to. It looks like an element from
an electric stove top. Great!
Thanks!
Patrick Dugan
"hughes b" <omn### [at] charternet> wrote in message
news:3d3393e3@news.povray.org...
> I think you're having to deal with environmental factors; which is to say,
> it all depends on how the light source object is applied to the scene. The
> background is paramount when transparency is involved. I changed some
things
> but basically everyone is right about using merge to remove inside
surfaces
> first and foremost. To get the glowing effect you must look through at
least
> the edges of a media object. If the object is directly between a
background
> and camera then the appearance is different than when not aligned.
> Obviously, the main concern with this particular scene is how to go about
> getting a brighter interior and at the same time dimmer edges. I reduced
the
> transmit for one thing, that always tends to overbrighten the container
> object if filter is used in conjunction.
> Anyway, check out:
>
> global_settings {
> radiosity {}
> photons {
> spacing .03
> media 100,2
> }
> }
>
> #declare NixieColor = color rgbft<1.00,0.5,0.00,1,.5>;
> #declare NixieColorEmit = color rgb<1.00,0.5,0.00>;
> #declare NixieColorScat = color rgb<1.00,0.5,0.00>/5;
>
> #declare Number1 =
> merge {
> cylinder {<0,-0.95,0>,<0,0.95,0>,0.1}
> sphere {<0,-0.95,0>,0.1}
> sphere {<0, 0.95,0>,0.1}
> pigment {NixieColor}
> finish {ambient 0 diffuse 0}
> interior {
> media {
> emission NixieColor//Emit
> scattering { 4, NixieColorScat}
> density {rgb 2}
> intervals 1
> samples 20
> method 3
> }
> }
> hollow
> photons {target reflection on collect on}
> }
>
> #declare NixieNumber1 =
> light_source {
> 0,
> NixieColor
> looks_like {Number1}
> area_light .1*x,y,2,6 jitter
> fade_distance 1
> fade_power 2
> photons {reflection on}
> }
>
> object{NixieNumber1 scale .25 translate <-1,-1,0>/3}
>
> // things to see the light source and photons against
> plane {z,1 pigment {rgb 1} hollow photons {target}}
> box {-1,1 pigment {rgb 0} finish {reflection 1}
> photons {target reflection on}
> rotate <30,30,0>
> // rotate 15*y // add this to see number object on box
> translate <1.5,1,-.5>}
>
> camera {
> location <0, 0, -3>
> look_at 0
> angle 50
> }
>
>
>
>
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