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i like it. except that i think the hotter areas (yellow and white)
would be located 'on' the burning object, not above it. looks great
though!
Rune wrote:
>
> Because the glow fire works on a black background only I've had to
> experiment with a media solution. This is the result so far. It's not
> perfect but it's a start.
>
> Media has both advantages and disadvantages compared to glows. Media works
> on all backgrounds but it is also slower. With media one have greater
> control over every aspect, but that also make it more difficult to control.
> Media is more precise (for example the turbulence is really 3D), but because
> of the complexity, errors are also more likely to occur. (There are a few
> annoying artefacts in the media in this animation and I don't know what
> causes it.)
>
> In this animation I tried placing the fire in a simple scene, and I think it
> works well. I also tried attaching a light_source to 20% of the particles
> (there are about 30 particles alive at a time), but I don't think it works
> particularly well. The fire doesn't flicker enough to the sides to make it
> worth while.
>
> Anyway, as always I'd really appreciate your feedback!
>
> Rune
> --
> \ Include files, tutorials, 3D images, raytracing jokes,
> / The POV Desktop Theme, and The POV-Ray Logo Contest can
> \ all be found at http://rsj.mobilixnet.dk (updated March 29)
> / Also visit http://www.povrayusers.org
>
> Name: mediafire.mpg
> mediafire.mpg Type: WMPLAYER File (video/mpg)
> Encoding: x-uuencode
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On Thu, 5 Apr 2001 17:24:08 +0200, "Rune" <run### [at] iname com> wrote:
>
>> Real flames are transparent at the centre.
>
>Are you sure? I mean, a candle light is, but not a camp fire I believe.
>Reference images would be great.
>
Two here Rune. A street bonfire in Guingamp some years ago.
Hope these are some help.
----------------------
dav### [at] hamiltonite com
http://hamiltonite.com/
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Download 'GuingampFire3.jpg' (41 KB)
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Rune wrote:
>
> No thanks, not right now.
> Radiosity in stills is slow enough for me! ;)
>
With glows it can be reasonably fast. I remember i made a short
animations with glows and radiosity:
Subject: New Glow (296k)
Date: Tue, 12 Sep 2000 16:47:54 +0200
Newsgroups: povray.binaries.animations
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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> >Are you sure? I mean, a candle light is, but not a camp fire I believe.
> >Reference images would be great.
> >
> Two here Rune. A street bonfire in Guingamp some years ago.
> Hope these are some help.
I have some bonfire photos on my website too.
Check out the last 5 images here...
http://www.xlcus.co.uk/photos/1999-11-06-fireworks/
TTFN,
--
Jonathan Hunt
http://www.xlcus.co.uk/
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"David Wilkinson" wrote:
> >Reference images would be great.
>
> Two here Rune. A street bonfire in Guingamp some years ago.
> Hope these are some help.
Thanks, they're great reference images!
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
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"Geoff Wedig" wrote:
> Ok, I thought those artifacts looked like spherical shapes.
> I really think if you do a fast anim of the spheres themselves
> (opaque, in other words) that you'll find the same holes in
> the surface.
No, I think they're caused by a low number of samples being used.
More specifically, one sample...
> > I think it would be both faster and prettier to use
> > just one light_source
>
> Hmm, maybe take a weighted average of the particles'
> locations would work.
Good idea! I'll try that.
> > Instead of using multiple sources I could use one source
>
> Same effect, really.
Exactly.
> Not really, no. More of a teardrop.
Well, I think it's often more irregular in the shape.
Rune
--
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"Ryan Constantine" wrote:
> i like it.
Thanks!
> except that i think the hotter areas (yellow and white)
> would be located 'on' the burning object, not above it.
I'll try moving the fire a bit downwards.
Rune
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"Christoph Hormann" wrote:
> Rune wrote:
> >
> > No thanks, not right now.
> > Radiosity in stills is slow enough for me! ;)
>
> With glows it can be reasonably fast.
Well, I'm not using glows...
Rune
--
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Rune wrote in message <3acceeac$1@news.povray.org>...
>"Geoff Wedig" wrote:
>> Ok, I thought those artifacts looked like spherical shapes.
>> I really think if you do a fast anim of the spheres themselves
>> (opaque, in other words) that you'll find the same holes in
>> the surface.
>
>No, I think they're caused by a low number of samples being used.
>More specifically, one sample...
When I first saw the artifacts, it immediately reminded me of a tute on
halos in the 3.0 docs: declaring a halo in a unit sphere with turbulence of
.5 caused artifacts like this. Declaring the container as 1.5 and the sphere
pattern at 1 prevented the clipping effect. IOW maybe your
turb/particle-placement values are extending outside the boundaries of your
merge object. It would make sense since they mostly occur near the top where
you are likely increasing the amount of chaos.
P.S.
The flickering light looked just fine to me as is. <shrug> And yes, it's
still cool!
bat### [at] cadronhsa com
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"Batronyx" wrote:
> When I first saw the artifacts, it immediately reminded
> me of a tute on halos in the 3.0 docs: declaring a halo
> in a unit sphere with turbulence of .5 caused artifacts
> like this.
I should have been more specific. The problem you and others are referring
to is not the same artefacts I'm talking about. What I'm talking about is
some very abrupt transparent cracks and holes in the media.
> Declaring the container as 1.5 and the sphere pattern at
> 1 prevented the clipping effect.
There's probably a bit of the clipping problem too, but that should be easy
to fix, like you describe.
> P.S.
> The flickering light looked just fine to me as is.
Well, not to me. I'll try a different approach in the next anim.
Rune
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