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Okay, I'll show my stupidity here. If I use a plane that is parallel to the
back wall won't it be flat? How can the
tree and camera be inside it? I could see a box since it would "fill" the
scene but I don't understand using a plane.
"Slime" <slm### [at] slimelandcom> wrote in message
news:3dcb1fc6$1@news.povray.org...
> > This is a bonsai scene I have been playing with on and off for a while.
> I'd
> > like to add some media to create a slightly dusty/hazy look that would
> > highlight the light beams a little and maybe give the image a little
extra
> > something. Any advice on how to create a media that would do that would
> be
> > appreciated.
>
> Since you're using an area light, and area lights + media are a bad idea
> when avoidable, I'd suggest this approach:
>
> 1. Put the entire scene you have right now (excluding the camera) into a
> light_group.
>
> 2. Inside a separate light_group, create a plane whose surface coincides
> with the backside of the bamboo wall. Make sure the tree and camera are
> *inside* this plane. Make the plane hollow and transparent and give it an
> interior something like
>
> interior {
> media {
> scattering {2, .01}
> // experiment with different scattering types (like type 1, or type 5 with
> different eccentricity values)
> // if the media is too heavy, lower the .01; if its too invisible, bring
the
> .01 up higher.
> // if there's simply too much darkness for the lighting effects that are
> created, then add "extinction .5" and fiddle with the .5 until it looks
> good.
> }
> }
>
> 3. Put a light source identical to your area light inside this
light_group,
> but *don't make it an area light*. That way, the solid objects in the
scene
> will be lit with an area light, but the media will be lit with a point
> light. This will speed up the render a *lot* and the difference probably
> won't be noticeable.
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>
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