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sure, all you need is emiting media in an interior statement,
with a transparent texture on the object.
Have fun!
Gary
here's the code:
// Vers: 3.5
// Desc: abstract media scene
// Date:Nov 18 2002
// Auth: Gary E. Blessing ble### [at] icefofnet
camera {
location <0.0, 2.0, -5.0>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height}
julia_fractal {
<-0.083,0.0,-0.83,-0.025>
hypercomplex
cos
max_iteration 8
precision 20
hollow
texture { pigment { color rgbf <1, 1, 1, 1>}}
interior {media {
intervals 100
samples 1,1
confidence 0.99999999999999
variance 1.0/128
ratio 9
emission rgbf<0,1,0.44,0.5>
method 3}}
}
"Dennis Miller" <dhm### [at] attbicom> wrote in message
news:3ddc33d4$1@news.povray.org...
> Could I see the code for this? I'd like to try it with some isosurfaces.
> Think it would work?
> d.
>
> "Ace" <ble### [at] icefognet> wrote in message
> news:3dd9ebb7@news.povray.org...
> > Thank You!!
> >
> > your the fourth person to say building with trees in front!
> >
> > when I plan an image things never look good, but when I just throw
> something
> > together- it turns out great. ahh well :-)
> > Gary
> >
> > "George Pantazopoulos" <the### [at] attbicom*KILLSPAM*> wrote in message
> > news:3dd9d6e6$1@news.povray.org...
> > > Wow, I see a view of the city buildings as seen from lying down on my
> back
> > > in the city park.... very nice!
> > >
> > > George Pantazopoulos
> > >
> > >
> > >
> > > "Ace" <ble### [at] icefognet> wrote in message
> > > news:3dd9cdff@news.povray.org...
> > > > Hello,
> > > >
> > > > Its one object, filled with emitting media.
> > > >
> > > > I started out to just play with media, I've never really done
anything
> > > with
> > > > it before.
> > > > 1 hour 23 min. to render 1024x768,AA0.3
> > > >
> > > > any Comments?
> > > >
> > > > Gary
> > > >
> > > >
> > > >
> > >
> > >
> >
> >
>
>
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