POV-Ray : Newsgroups : povray.binaries.images : Glowing thick wire effect? : Re: Glowing thick wire effect? Server Time
15 Aug 2024 14:13:42 EDT (-0400)
  Re: Glowing thick wire effect?  
From: hughes b
Date: 15 Jul 2002 23:32:51
Message: <3d3393e3@news.povray.org>
I think you're having to deal with environmental factors; which is to say,
it all depends on how the light source object is applied to the scene. The
background is paramount when transparency is involved. I changed some things
but basically everyone is right about using merge to remove inside surfaces
first and foremost. To get the glowing effect you must look through at least
the edges of a media object. If the object is directly between a background
and camera then the appearance is different than when not aligned.
Obviously, the main concern with this particular scene is how to go about
getting a brighter interior and at the same time dimmer edges. I reduced the
transmit for one thing, that always tends to overbrighten the container
object if filter is used in conjunction.
Anyway, check out:

global_settings {
        radiosity {}
        photons {
                spacing .03
                media 100,2
        }
}

#declare NixieColor = color rgbft<1.00,0.5,0.00,1,.5>;
#declare NixieColorEmit = color rgb<1.00,0.5,0.00>;
#declare NixieColorScat = color rgb<1.00,0.5,0.00>/5;

#declare Number1 =
merge {
   cylinder {<0,-0.95,0>,<0,0.95,0>,0.1}
   sphere {<0,-0.95,0>,0.1}
   sphere {<0, 0.95,0>,0.1}
 pigment {NixieColor}
 finish {ambient 0 diffuse 0}
   interior {
      media {
   emission NixieColor//Emit
     scattering { 4, NixieColorScat}
     density {rgb 2}
   intervals 1
   samples 20
   method 3
      }
   }
   hollow
   photons {target reflection on collect on}
}

#declare NixieNumber1 =
   light_source {
      0,
      NixieColor
      looks_like {Number1}
      area_light .1*x,y,2,6 jitter
      fade_distance 1
      fade_power 2
   photons {reflection on}
   }

object{NixieNumber1 scale .25 translate <-1,-1,0>/3}

// things to see the light source and photons against
plane {z,1 pigment {rgb 1} hollow photons {target}}
box {-1,1 pigment {rgb 0} finish {reflection 1}
 photons {target reflection on}
  rotate <30,30,0>
   // rotate 15*y // add this to see number object on box
   translate <1.5,1,-.5>}

camera {
  location  <0, 0, -3>
  look_at   0
  angle 50
}


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