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Does ANYONE know a good way to use media in Moray?! I'm going crazy! I
duplicated a texture (from a hand-coded POV file) that used media just to
see if I was doing something wrong, and it turns out that I wasn't! I just
can't get it to work!
If anyone can help me, I'd greatly appreciate it :)
-Ian
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Help! Me too ! I tried to follow a Povray media example, in Moray, by trying
to
make a material (In the moray material editor) that was identical to
the povray example. That was not easy !!! (I couldn't make it!)
I would be happy, happy if anyone that have had any luck
with this would post the source!!
Ian: I can post the source of a model of a BLACK room with a light, so
bright,
It looks like a solid white shape coming through a hole in the wall if you
want to
, thats the only thing I managed to do, but it is media ! (grin)
Ian Burgmyer wrote in message <37e5c2c8@news.povray.org>...
>Does ANYONE know a good way to use media in Moray?! I'm going crazy! I
>duplicated a texture (from a hand-coded POV file) that used media just to
>see if I was doing something wrong, and it turns out that I wasn't! I just
>can't get it to work!
>If anyone can help me, I'd greatly appreciate it :)
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Hi,
I've also got problems with media. It seems that the POV-Ray
programmers wanted to make it as difficult as possible to create
media! ;-)
But by now, i have more or less mastered it.
Well, at least, I'm able to make some fog clouds now...
to do this:
1) divide up your lightning into one light (intensity ~0.5) which
interacts with media and is attentuated by it, and one (i ~0.5) which
isn't. (Uncheck the box!) - Or has someone else found a different way
to create grey clouds?
2) add a hollow object to your scene.
set up its texture:
a) pigment - color clear (rgbf 1)
b) add interior
c) add media; check scattering
d) add "scattering_color", set to something grey (i don't think it
actually changes the results what color you choose)
e) add density
f) add colormap_pattern (whichever you like). the colors define the
density - eg. set the left side to black, the right to grey. (the
filter and transmit values don't matter)
g) if you'd like, add noise to stir up the pattern.
This should give you nice clouds.
Perhaps someone else can answer me the following questions:
1) How can you make media grey (or whatever color) without changing
the lightning?
2) How are emitting media used? (eg. for warp fields, hi trekkies!)
Hope this helps
bye
Florian Fischer
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Hi Glenn Bech, you recently wrote in moray.win:
> Help! Me too ! I tried to follow a Povray media example, in Moray, by trying
> to make a material (In the moray material editor) that was identical to
> the povray example. That was not easy !!! (I couldn't make it!)
Why couldn't you make it? Moray should be able to create any normal
POV texture. If you post the POV code here I can try to reproduce it.
- Lutz
email : lut### [at] stmuccom
Web : http://www.stmuc.com/moray
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Lutz Kretzschmar wrote:
>
> Hi Glenn Bech, you recently wrote in moray.win:
>
> > Help! Me too ! I tried to follow a Povray media example, in Moray, by trying
> > to make a material (In the moray material editor) that was identical to
> > the povray example. That was not easy !!! (I couldn't make it!)
> Why couldn't you make it? Moray should be able to create any normal
> POV texture. If you post the POV code here I can try to reproduce it.
>
> - Lutz
> email : lut### [at] stmuccom
> Web : http://www.stmuc.com/moray
Chew on this :)
#declare Candle =
union{
cylinder {
<0, 0, 0>,
<0, 1, 0>,
1
texture{
pigment{rgbt 1}
}
interior{
media{
emission 1
scattering{1,.01}
intervals 20
samples 1, 1
confidence 0.999
variance 1/100
density {
spherical
cubic_wave
turbulence 0.4
lambda 1
scale <0.8, 1, 0.8>
color_map{
[ 0 rgb 0]
[ 1 rgb <5.0,3.0,0.0>]
}
}
density {
gradient y
translate y
cubic_wave
color_map{
[ 0 rgb 0]
[ 1 rgb 1]
}
}
density {
gradient y
poly_wave 0.5
color_map{
[ 0 rgb 0]
[ 1 rgb 1]
}
}
}
}
hollow
scale <1, 5, 1>
translate y*1.25
}
intersection{
cone{y*-8,.75,y*1,.5 pigment{rgb<1,1,.97>}finish{ambient .5 diffuse .23}}
sphere{<.05,1,0>,.5 inverse pigment{rgb 1}finish{ambient .5 diffuse .23}}
}
cylinder{y*.8,y*1.5,.1 pigment{rgb 0}}
}
object{
Candle
}
camera{
location <0,1,-6>
look_at 2.5 * y
}
light_source{
<75,45,-500>
color rgb 1
}
--
Ken Tyler
See my 1000+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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From: Ian Burgmyer
Subject: Re: Media's NOT driving me crazy! Case CLOSED!
Date: 21 Sep 1999 00:51:05
Message: <37e70eb9@news.povray.org>
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Oh boy oh boy oh boy.. .I've got some good news!
TEST 1: I opened up MediaTest.POV (the POV code for my attempt at media) and
the INC file. I then replaced the media THERE with Ken's media. STILL
didn't work! Nothing came up at ALL!
TEST 2: HOLLOWED OUT the cube. WORKED! Thank you, Ken! (you gave me the
idea to hollow it out with your code)
-Ian
Lutz Kretzschmar <lut### [at] stmuccom> wrote in message
news:37e69dba.49582205@194.174.214.110...
> Why couldn't you make it? Moray should be able to create any normal
> POV texture. If you post the POV code here I can try to reproduce it.
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Hi Ken, you recently wrote in moray.win:
> Chew on this :)
See moray.binaries<g>. I can't post the complete MDL file because I
did this with a build that has a newer file format.
But the texture is in the Material Library file format and can be
loaded into the Material Editor of V3.1, and we were talking about
materials.....
Naturally, Moray outputs much neater POV code with correct
indentation.... arghh, ouch, no, no, not the indentation police,
please....mercy, I'll talk, I swear...<G>.
- Lutz
email : lut### [at] stmuccom
Web : http://www.stmuc.com/moray
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Lutz Kretzschmar wrote:
> Naturally, Moray outputs much neater POV code with correct
> indentation.... arghh, ouch, no, no, not the indentation police,
> please....mercy, I'll talk, I swear...<G>.
Indenting - Arrrrrggghhh !!!!!!!!!!!
Oh well I am notorius around here for my poorly indented code and I can
only hope that you will find it in your heart to fogive me. If you only
knew how many hours I have spent un-indenting code generated by Moray you
would be rolling over in your grave before you even reached it :)
The image does look like the original and I am glad to have helped out.
Found a bug too - well, well :)
--
Ken Tyler
See my 1000+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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