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Here it is with scattering so shadows show up in the light beam.
Admittedly, I don't know geometry well enough to keep the distance and width
of light beam in sync. Must be a formula for keeping angle relative to the
cone apex height and base diameter ratio.
BTW, this was fairly quick for me to render.
#declare F=1.333; // fudge factor
#declare D=10*F; // distance
#declare S=5*F; // scale
#declare ConeOfLite=
cone {
0,0,y,1
pigment {rgbt 1}
interior {
media {
emission 1/3/S // intensity of air glow
scattering {1,0.2}
density {
cylindrical
}
}
}
scale <S,D,S> // x and z are width, y is length or distance
hollow
}
light_source {
0, 1
spotlight
point_at y
radius 6*S
falloff 12*S
looks_like {ConeOfLite}
rotate <120,90,0> translate <-3,2,0>
}
plane {y,-1
pigment {rgb <.9,.6,.3>}
}
sphere {0,1 pigment {rgb .5}}
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