POV-Ray : Newsgroups : povray.binaries.images : Probably I'm just in fact too stupid... : Re: Probably I'm just in fact too stupid... Server Time
31 Jul 2024 16:26:22 EDT (-0400)
  Re: Probably I'm just in fact too stupid...  
From: Alain
Date: 26 Nov 2009 16:35:03
Message: <4b0ef487@news.povray.org>

> ...to make use of more advanced raytracing techniques such as media - 
> and may have to content myself for the rest of my life with beginner's 
> scenes!
> 
> I'm still not able to produce planetary rings through which light is 
> scattered also to the unlit side... here is the code (no, it's just a 
> test scene, not a real Saturn!), and below two scenes showing the lit 
> and unlit side of the rings!
> 
> // beginning of code
> 
> global_settings
> {
>   max_trace_level 10
> }
> 
> union
> {
>   sphere
>   {
>     0, 1
>     texture
>     {
>       pigment { color rgb <0.6, 0.4, 0> }
>       finish { ambient 0.02 diffuse 1 brilliance 0.8 }
>     }
>   }
>   difference
>   {
>     cylinder
>     {
>       <0, -0.001, 0>, <0, 0.005, 0>, 3.68
>     }
>     cylinder
>     {
>       <0, -0.0011, 0>, <0, 0.0011, 0>, 1.75
>     }
>     hollow
>     pigment { rgbt 1 }
>     interior
>     {
>       media
>       {
>         emission 1/36800
Remove that emission. The rings have NO intrinsic glow, they ONLY react 
to incomming light.
As long as you keep this emissive media, you'll have problems.

>         scattering
>         {
>           1, 1
Tune that way down. Start value: 1/10000
You probably need something more like: 1/36800

>           // eccentricity -0.4
>           extinction 1
>         }
>         density
>         {
>           cylindrical
>           color_map
>           {
>             [0 rgbf <1, 0.8, 0.7, 0.2> ]
>             [0.1 rgbf <1, 0.8, 0.7, 0.2> ]
>             [0.1 rgbf <0.1, 0.3, 0.1, 0.5>]
>             [0.17 rgbf <0.1, 0.3, 0.1, 0.5>]
>             [0.17 rgbf <0.85, 0.89, 0.94, 0.3>]
>             [0.18 rgbf <0.85, 0.89, 0.94, 0.3>]
>             [0.18 rgbf <0.99, 0.93, 0.45, 0.4>]
>             [0.26 rgbf <0.99, 0.93, 0.45, 0.4>]
>             [0.26 rgbf <0.5, 0.23, 0.61, 0.5, 0.4>]
>             [0.36 rgbf <0.5, 0.23, 0.61, 0.5, 0.4>]
>             [0.36 rgbf <1, 0.92, 0.93, 0.3>]
>             [0.45 rgbf <1, 0.92, 0.93, 0.3>]
>             [0.45 rgbf <0, 0, 0, 1>]
> 
>           }
>           scale 3.68
>         }
>       }
>     }
>   }
>   rotate <2, 7, 0>
>   scale 10000
>   translate z*50000
> }
> 
> 
> light_source
> {
>   <500000, 2500, 5000>
>   color rgb 1
> }
> 
> camera
> {
>   location <1.5, 1.5, 0.12>
>   look_at 1.5
>   angle 60
> }
> 
> // end of code
> 
> See you in Khyberspace! (learning Pashto seems to be easier than using 
> media!)
> 
> Yadgar
> 

Bad:
I don't know why you keep that emissive media.
Good:
You scaled it's density down correctly.
Bad:
You forgot to scale down the density of the scattering media by an 
aquivalent amount.



Alain


Post a reply to this message

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