POV-Ray : Newsgroups : povray.binaries.images : Gas Flame (needs help) : Re: Gas Flame (needs help) Server Time
11 Aug 2024 17:19:46 EDT (-0400)
  Re: Gas Flame (needs help)  
From: Tek
Date: 21 Mar 2004 19:22:53
Message: <405e31dd$1@news.povray.org>
"Steve Shelby" <ssh### [at] rexnetnet> 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


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.