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Hi Jim,
I tried out your posted sample code. Hmm, my result is a fascinating,
entirely black image, ha ha! I even added that "+B2" option to my ini file.
Any ideas what might have went wrong?
I still keep on trying different settings.
Sven
"Jim Charter" <jrc### [at] msncom> schrieb im Newsbeitrag
news:455ade37$1@news.povray.org...
> Sven Littkowski wrote:
>> Hi Jim,
>>
>> I tried out your code. Hmm, I don't see yet any particles. I wonder if
>> you use a different scale for your scene? Or is it important where light
>> and camera are? In my scene, light comes from above, some lights are at
>> the bottom. The camera uses the bird's perspective and looks down (for
>> test purposes).
>>
>> Any hints you can give me?
>>
>> Thanks,
>>
>> Sven
> Yes you will have to play with it. But I just wanted to give you some
> concepts like a) media statements can be stacked b) a density pattern
> using granite or similar with an appropriate map will give the particle
> look you might be wanting.
>
> I posted a more complete example of the code. I haven't touched that
> project for awhile now but I remember the look was a delicate balance
> between the lights and the media parameters. And the media effects would
> be cumulative so if I took out one of the density patterns in the stack I
> sould have to adjust parameters in the other patterns. I had it all in a
> "lightscamera.inc" file which I have posted for you on p.b.scenefiles. I
> threw in the necessary stuff so that the file can be rendered alone to
> demo the media. By boosting the light excessively you can see the
> particular effect more clearly. Back when I was doing it I was trying to
> get the look of harsh but quickly fading underwater halogen lights. Some
> divers on the group here were giving me advice. Maybe you'll be able to
> pick it up where I left off.
>
> Luck be a lady.
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