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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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