|
|
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.
Post a reply to this message
|
|