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This time, I forgot the code this was all about, here it is :
#declare Dust_Sphere = sphere {
<15,-5,0>,
5
pigment {
color rgbt <0,0,0,1>
}
finish {
ambient 0
diffuse 0
}
hollow
interior {
media {
scattering {
3,
color rgb <0.847059, 0.847059, 0.74902>
extinction 1
}
density {
wrinkles
// density_map {
// [ 0 color rgb <0,0,0> ]
// [ 1 color rgb <1,1,1> ]
// }
}
intervals 1
}
}
}
maybe its about the ambient value of all the other light sources ? there are
2 spotlights and three other light objects on the 'mech and their object's
ambient value is 1 ( what I actually want it to be, because of the lamp
glow ) .
f00
"f00" <f00### [at] freenet de> schrieb im Newsbeitrag
news:3d5a4ea2$1@news.povray.org...
> Hi ng,
> In the meantime, I worked a little on the media thing and my
> show-the-spotlight-cones-sandstorm just wont do as I want. I tried it with
a
> transparent, hollow sphere inside which I placed scattering media. Besides
> the awfully long rendertime it always turns out too bright and I don't
know
> what to do about it. I'll post a section of the code here, maybe someone
can
> help?
>
> thx in advance, f00
>
>
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