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Two things:
+ I believe your cylinder should read:
"cylinder {<0,0,0>,<0,2.01,0>,1000}"
+ Youshould first do the intersection, then apply the texture { pigment
rgbt 1 } } and the interior with the media to the whole object instead
of just the sphere.
Jerome
Bjorn Jonsson wrote:
> I'm messing with media, trying to create a rocket exhaust plume. I'm
> more or less a beginner when it comes to media stuff. I've been
> moderately successful, however I'm having a problem:
>
> #declare exhaust_half=
> intersection {
> sphere {
> <0,0,0>,2
> hollow
> no_shadow
> texture { pigment { rgbt 1 } }
> interior {
> media {
> emission 0.9 method 3 intervals 10
> density {
> denT3
> }
> }
> media {
> absorption .2 method 3 intervals 10
> density {
> denT3
> }
> }
> }
> }
> // Cut away negative y; doesn't do what I want:
> cylinder {<0,0,0>,<0,1.01,0>,1000}
> }
>
> What I'm trying to get here is a media cloud that is not a complete
> sphere but one half of a sphere. The problem is that if I look at this
> from below (camera's y<0) the 'bottom' of the media cloud looks black,
> as if it's opaque. It doesn't matter if I use intersection, difference
> or clipped_by. How can I get a media cloud that is not a complete sphere
> but only for example the part of the sphere with y>0 ?
>
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