POV-Ray : Newsgroups : povray.binaries.images : Paris by night - 1951 - wip : Re: Paris by night - 1951 - wip Server Time
31 Jul 2024 00:24:35 EDT (-0400)
  Re: Paris by night - 1951 - wip  
From: Thomas de Groot
Date: 29 Mar 2011 03:16:24
Message: <4d918748@news.povray.org>
I think we both mean the same thing :-)

As there is a lamp shade, I did not use a spotlight but simple point/area 
lights within a scattering media. However, in both cases, the halo effect is 
not really there like in the original, which is the reason for my emissive 
media around the light source.

This is the media code I use for both halo and scattering:

//====start code

#local HaloScale    = 100;
#local colLum       = rgb <1.0, 1.0, 0.9>; // light color
#local haloTurb     = 0.1;                 // outer halo turbulence
#local haloStrength = 0.5;                 // inner and outer halo intensity 
(outer halo is 50% inner halo intensity)
#local DensityShift = 0.6; //0.9      // shifts the density within the media

#local DensityHalo =
density {
  spherical
  turbulence haloTurb
  color_map {
    [0.4 rgb 0]
    [0.8 colLum*haloStrength*0.05]
    [1.0 colLum*haloStrength*0.5]
  }
  scale <1, 1, 1>
  translate DensityShift*y
}

#local mediaHalo =
media {
  emission haloStrength*0.5
  intervals 1
  samples 100
  confidence 0.9999
  variance 1/10
  density {DensityHalo}
}

#declare LampHalo =
sphere {0, 1
  texture {pigment {rgb 0 transmit 1} finish {ambient 0 diffuse 0}}
  interior {media {mediaHalo}}
  hollow no_shadow
  translate -DensityShift*y
  scale HaloScale
  translate <-0.09911, 1.861, 0.0> //locate halo center a bit within the 
lamp shade
}

//__________________________________________________________________________________
// a scattering media around the street lamps
#if (Halo)
  #declare LampHalo2 =
  sphere {0, 1
    texture {pigment {rgb 0 transmit 1} finish {ambient 0 diffuse 0}}
    interior {
      media {
        intervals 1
        samples 100
        scattering {1, (colLum*0.1)/600}  //200
        density {
          spherical
          color_map {
            [0.5 rgb 1]
            [1.0 rgb 0]
          }
        }
      }
    }
    hollow no_shadow
    scale 600             //200
    translate CamLoc
    rotate CamRot*y
  }

  object {LampHalo2}
#end
//====end code

Thomas


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