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The brightness is more evenly distributed now, since that seems to be the
way real fire is. I've also tweaked the turbulence and I think it looks
better now.
I've made the emitter point move around so the flames don't just come from a
single point. And I've changed the lighting from multiple point lights to a
single area light at the average location of the particles.
I think the fire moves a bit too quick in this animation but I didn't want
to rerender with more frames. I've had to increase the number of media
samples used, so the fire is slower now.
Comments much appreciated!
Rune
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/ Also visit http://www.povrayusers.org
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Attachments:
Download 'mediafire2.mpg' (62 KB)
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There seems to be a single brighter frame at one point that sorta ruins the
looping. Also, I must say this looks like when they paste real fire into a
3D scene, so you're doing great on the fire. Work on the rest of the scene.
:) And add radiosity. ;)
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Rune <run### [at] inamecom> wrote:
> The brightness is more evenly distributed now, since that seems to be the
> way real fire is. I've also tweaked the turbulence and I think it looks
> better now.
Yeah, you could say that. That looks incredible.
> I've made the emitter point move around so the flames don't just come from a
> single point. And I've changed the lighting from multiple point lights to a
> single area light at the average location of the particles.
That probably sped things up a bit, though the other things might have
slowed it down.
> I think the fire moves a bit too quick in this animation but I didn't want
> to rerender with more frames. I've had to increase the number of media
> samples used, so the fire is slower now.
Only a little. The turbulence of the placement of emission adds a lot to
it. It has the flickering flames at the top that appear and disappear as
I'd expect them. It has the appearance of a slightly bigger fire than I'd
expect given the small campfire the scene depicts, but even at that scale
it's *very* close. I'd be proud to have such a fire in a CRPG, for
instance.
Geoff
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"Tony[B]" wrote:
> There seems to be a single brighter frame at one point that
> sorta ruins the looping.
I think in one frame the area_light came up high enough to illuminate the
top of those four cylinders. Is that what you mean?
> Also, I must say this looks like when they paste real fire
> into a 3D scene, so you're doing great on the fire.
Thanks! :)
> Work on the rest of the scene. :)
Nah, not right now. I find the particle system itself more important.
> And add radiosity. ;)
"Yeah right..."
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
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"Geoff Wedig" wrote:
> That looks incredible.
Thanks!
> The turbulence of the placement of emission adds a
> lot to it.
Oh, good!
> It has the flickering flames at the top that appear
> and disappear as I'd expect them.
:)
> It has the appearance of a slightly bigger fire than
> I'd expect given the small campfire the scene depicts,
Ok. I find it a bit difficult to tell exactly how the fire should look at
different scales...
> but even at that scale it's *very* close. I'd be
> proud to have such a fire in a CRPG, for instance.
CRPG, what's that again?
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
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Rune <run### [at] inamecom> wrote:
> CRPG, what's that again?
Computer Roll-Playing Game. One of those hack and slash adventures on the
PC
Geoff
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> I think in one frame the area_light came up high enough to illuminate the
> top of those four cylinders. Is that what you mean?
Yes.
> Nah, not right now. I find the particle system itself more important.
:)
> "Yeah right..."
:D
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