POV-Ray : Newsgroups : povray.binaries.animations : Re: Media Test - Theatre06a001.mpg : Re: Media Test - Theatre06a001.mpg Server Time
19 Jul 2024 00:58:07 EDT (-0400)
  Re: Media Test - Theatre06a001.mpg  
From: ingo
Date: 3 Jan 2004 07:11:33
Message: <Xns946586340AA94seed7@netplex.aussie.org>
in news:3m3cvv0lak15tgvcguu7eapdf86585dvjg@4ax.com Stephen McAvoy
wrote: 

> This is low quality (no AA and low Media intervals (10)) settings. To
> reduce the time of render.

Did you use atmospheric media or contained media? The latter is faster.

> It shows the dullness I am experiencing
> with Media.

You could add a density pattern with some turbulence to make the 
lightbeam more attractive. Also maybe put the spotlight closer to the 
object, so the beam gets less parallel

> The spotlight is two spotlights one reacting to media to
> give the visible beam the other to give the spot on the ground. My
> initial idea was to control a spotlight but it developed into a long
> learning curve. I don't think I'd get a job as a spotlight
> operator:-} Any advice on media would be appreciated.

Below is a small scene. 
- The fade_power/disytance is used to make the light brighter near the 
spot (doesn't show much though :( )
- To animate the spot, add a clock to the PointAt variable.
- The cone is a bit too short, I didn't feel like figuring out the math.
- To vary the density, change the 'rgb 1' in scattering or play with the 
color_map in the density block.

Your danceuse is great!

---%<------%<------%<---
#version 3.5;
global_settings {
  assumed_gamma 1.0
}
camera {
  location  <0.0, 1, -6.0>
  right     x*image_width/image_height
  look_at   <-1.0, 2, 0.0>
}

#declare Location=<-20,20,-5>;
#declare PointAt=<0,0,0>; //animate

light_source {
  Location
  rgb 1 
  spotlight
  point_at PointAt
  radius 1
  falloff 3
  tightness 0
  fade_distance vlength(PointAt-Location)
  fade_power 2
}

cone {
  Location,0 PointAt,3.1  //a bit wider than falloff
  hollow
  pigment {rgbf 1}
  finish {ambient 0 diffuse 0}
  interior {
    media {
      intervals 1      
      samples 1,1       
      scattering {      
        2,        // play with this      
        rgb 1          
        extinction 0.0    
      }
      method 3
      density {
        wood
        scale 2
        turbulence 0.5
        octaves 7
        lambda 0.5
        omega 0.5
        color_map{
          [0.0, rgb 0.1]
          [0.7, rgb 0.2]  //vary intesity of scattering
        }
      }
    }
  }      
}

plane {     
  y, 0
  pigment { color rgb <0.7,0.5,0.3> }
}

sphere {
  <0,0.6,0> 0.6
  texture {
    pigment {
      rgb<1,0,0>
    }
    finish{
      specular 0.6
    }
  }
}
---%<------%<------%<---

Ingo


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