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"gregmcd" <gmc### [at] speakeasy net> wrote in message news:3dd40b42@news.povray.org...
> Hey Tom -
>
> Thanks for the note and suggestion. Your suggestion shows how it works and I
> get it, the problem I'm having is doing it in Moray.
>
BTW one thing to bear in mind with media is that, unlike most things in pov, it
is very scale-dependant.
By this I mean that if you scale all elements in a non-media scene by the same
amount, the scene will appear the same (a sphere of radius 1 viewed at a
distance of 10 units will look the same as a sphere of radius 10 viewed at a
distance of 100 units).
Try playing with the myScale value in the scene below, and note the alternative
line in the media definition that makes the media "scalable"....
// Persistence of Vision Ray Tracer Scene Description File
// File: ?.pov
// Vers: 3.5
// Desc: Basic Scene Example
// Date: mm/dd/yy
// Auth: ?
//
#version 3.5;
#declare myScale = 10;
#declare myMedia =
media { // atmospheric media sample
intervals 10
scattering { 1, rgb 0.03} // this won't scale - as you scale up, the media
becomes more opaque..
//scattering { 1, rgb 0.03/myScale } //..but this will scale since the media
is thinned.
samples 1, 10
confidence 0.9999
variance 1/1000
ratio 0.9
}
#include "colors.inc"
#include "textures.inc"
global_settings {
assumed_gamma 1.0
}
camera {
location <0.0, 0, -50.0>*myScale
look_at <0.0, 0, 0.0>
}
light_source {
0*x
color rgb <1,1,1>
translate <40, 80,0>*myScale
}
plane{-z,-50 pigment{brick} scale myScale}
sphere{0,5 pigment{bozo pigment_map{[0 White][1 Black]}} translate x*10 scale
myScale}
sphere{0,5 pigment{rgbf 1} interior{media{myMedia}} hollow translate x*-10 scale
myScale}
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