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"Steve Shelby" <ssh### [at] rexnet net> wrote in message
news:405d9c7a@news.povray.org...
> The flame is a bezier patch with scattering media. In flame1 the only light
> is a blue spotlight at its base, and it's almost acceptable. As soon as I
> add a point light to the scene (flame2), it's totally unacceptable. I've
> tried tweeking everything I can think of, and can't keep the outside of the
> bezier patch from showing. Is there a way to fix this, or am I going about
> it all wrong?
Dunno if this is the sort of thing you're after, but I've got this flame that
looks pretty good under most lighting conditions:
http://www.evilsuperbrain.com/gallery/index.php?gallery=wip&movie=boostertest
The media just uses emission, so it won't be affected by lights. Plus the
density drops to 0 at the edge of the bounding volume, so you can never see the
shape of the object.
The source is as follows:
#declare fBoosterGlow = .4;
cylinder {
<0,0,0>, <0,0,-1>, 1.2
pigment { rgbf 1.0 }
hollow on
interior {
media {
emission 32.0*fBoosterGlow
absorption 4*fBoosterGlow
#declare cocentric_rings = 3;
density {
function { min(max( pow( -z, 0.25 ), 0),1) }
density_map {
[0.0
wood
sine_wave
//poly_wave 1.0
phase -0.25
scale 1/cocentric_rings
density_map {
[0.0 //rgb 0]
cylindrical
poly_wave 2
rotate <90,0,0>
scale cocentric_rings
colour_map {
[0.0 rgb 0.2*<0.0, 0.0, 0.2>] //dark (i.e. pale) blue
[1.0 rgb 0.2*<2.0, 1.0, 0.5>] //bright orange
} //colour_map
]
[1.0 //rgb 1]
cylindrical
poly_wave 2
rotate <90,0,0>
scale cocentric_rings
colour_map {
[0.0 rgb <0.0, 0.0, 0.2>] //dark (i.e. pale) blue
[1.0 rgb <2.0, 1.0, 0.5>] //bright orange
} //colour_map
]
} //density_map
]
[1.0 rgb 0]
} //density_map
} //density
} //media
} //interior
scale <1,1,6>
} //cylinder
Hope that helps.
--
Tek
www.evilsuperbrain.com
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