POV-Ray : Newsgroups : povray.advanced-users : MegaPovPlus & Glow syntax : Re: MegaPovPlus & Glow syntax Server Time
29 Jul 2024 22:30:28 EDT (-0400)
  Re: MegaPovPlus & Glow syntax  
From: Chris Huff
Date: 21 Sep 2000 07:12:49
Message: <chrishuff-C5B342.06145321092000@news.povray.org>
In article <39c9d6ab@news.povray.org>, "Peter Meekin" 
<pro### [at] freenetnamecouk> wrote:

> Thanks for very speedy reply.
> I have MegaPOV0.5aPlus0.3.2 & 'updated' docs but they're the same as 
> 0.3.0 docs and are about the Particle system(s) *nothing* about Glow 
> unfortunately!

The zip file containing the documentation *does* contain docs for the 
glow effect, including a complete syntax description. You are looking at 
"Particles.html" and "particle_system docs", try "Documentation" 
instead. If you still can't find it:

Glow effect:
glow {
    location LOCATION
    size FLOAT_SIZE
    radius FLOAT_RADIUS
    color COLOR
    fade_power FLOAT_POWER
    type |0|1|2|3|
    WARPS
    TRANSFORMS
}
This makes a fast-rendering glow effect. It is based on the light source 
glow effect from POV-AFX, written by Marcos Fajardo, but has been 
heavily modified. You can specify glows individually, or attached to a 
light_source. If created in a light source, they will be automatically 
initialized with the light's position and color(though transforming the 
light source will not give the expected result).
The "size" keyword adjusts the scale of the glow effect. It is not an 
absolute size, just a scaling amount(because some glows are infinite). 
It does not quite work properly yet, it causes strange effects with 
changing distances of objects behind the glow.
The "radius" keyword specifies a clipping radius confining the glow to a 
circular area perpendicular to the ray. If the glow is still visible at 
this radius, it will make a sudden transition.
The "fade_power" keyword allows you to provide an exponent to adjust the 
falloff with.
Type 2 and 3 glows are not completely implemented yet, but 2 will 
simulate a sphere with constant density, and 3 will be based on the 
exp() function.


Oh, and there is one error here: type 2 is cosine falloff, not 
spherical, which will be type 4.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.