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There are so many different kinds of flames and fires (from gasoline
explosion to a gentle candle flame) that without more information it's
difficult to give you anything but this:
#declare Flame = density {
spherical
scale 0.5
// warp { turbulence 0.5 }
#local ovec = <Orange.x, Orange.y, Orange.z>;
#local yvec = <Yellow.x, Yellow.y, Yellow.z>;
color_map {
[0.0 rgb 0]
[0.7 rgb 0]
[0.7 rgb 0.5]
[0.75 rgb vlength(ovec)]
[0.8 rgb vlength(yvec)]
[0.9 rgb 1]
[1.0 rgb 1]
}
}
I've used it succesfully with media { emission Gold*Brightness }, where
Brightness is adjusted according to your media container and/or other
environmental details. Add turbulence according to your needs; the scaling
is there to account for precisely that, in the common case of having a unit
sphere/cube as a container. Note, however, that this Flame does not
simulate the bluish base (or outline) present in many flames. If you wish
to try other patterns than spherical, be aware that the color_map above
works very well if you just adjust the 'baseline', that is, keep the
relative distances between the non-black colors the same.
I've been playing with fire ( ;-) ) in POV-Ray for waaaaay too many hours
during the past six months, and will post on my results 'any day now' (that
is, whenever I get around to doing that RSOCF 'first post' image!)
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