POV-Ray : Newsgroups : povray.general : Light inside diff, atmospheric scatter, no scatter? : Re: Light inside diff, atmospheric scatter, no scatter? Server Time
5 Nov 2024 18:22:14 EST (-0500)
  Re: Light inside diff, atmospheric scatter, no scatter?  
From: Yann Ramin
Date: 23 Feb 2003 20:46:29
Message: <3e597974@news.povray.org>
Thanks for all the help! I got the image to work, although I thought your 
light setting of 10 was very bright...

I posted the image in the binaries group if you're interested.


hughes, b. wrote:

> "Micha Riser" <mri### [at] gmxnet> wrote in message
> news:3e58b480@news.povray.org...
>>
>> POV global media does not work if the rays go into infinity. You either
> have
>> to use a media container or put a object into the scene where all rays
> hit,
>> like e.g.
>>  sphere{0,100 hollow}
> 
> And like Micha has said, the samples really matter too. I was checking on
> this also and then added Micha's condensed version of that object.
> 
> #declare SphereShell = intersection{
>         sphere { <0,0,0>,1 }
>         box { <-.1,-2,-2>,<.1, 2, 2> rotate z*90 inverse}
>         box { <-.1,-2,-2>,<.1, 2, 2> inverse}
>         sphere { <0,0,0>,0.95 inverse}
>         pigment {rgb 0}
> }
> 
> SphereShell
> 
> // container to prevent infinite media dropout
> sphere {0,20
> pigment {rgbt 1}
> interior {
>     media {
>                 intervals 1
>                 samples 150, 300 // too low is fragmented
>                 method 3
>                 scattering {1, 0.3 extinction 0.1}
>         }
>     }
>  hollow
> }
> 
> light_source {
>         <0,0,0>,
>         color rgb 10 // I know, it's very bright to help media show up
>         media_interaction on
>         media_attenuation on
>         fade_distance 1 // the reason for the bright light, fading used
>         here fade_power 2
> }
> 
> camera {location <10,10,-10> angle 30 look_at 0}


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