POV-Ray : Newsgroups : povray.binaries.animations : Media Fire take 2 (87kau) Server Time
20 Jul 2024 09:26:38 EDT (-0400)
  Media Fire take 2 (87kau) (Message 1 to 7 of 7)  
From: Rune
Subject: Media Fire take 2 (87kau)
Date: 6 Apr 2001 15:01:11
Message: <3ace1277@news.povray.org>
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
--
\ 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


Post a reply to this message


Attachments:
Download 'mediafire2.mpg' (62 KB)

From: Tony[B]
Subject: Re: Media Fire take 2 (87kau)
Date: 6 Apr 2001 15:48:30
Message: <3ace1d8e@news.povray.org>
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. ;)


Post a reply to this message

From: Geoff Wedig
Subject: Re: Media Fire take 2 (87kau)
Date: 9 Apr 2001 07:28:45
Message: <3ad19cec@news.povray.org>
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


Post a reply to this message

From: Rune
Subject: Re: Media Fire take 2 (87kau)
Date: 10 Apr 2001 05:31:48
Message: <3ad2d304@news.povray.org>
"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


Post a reply to this message

From: Rune
Subject: Re: Media Fire take 2 (87kau)
Date: 10 Apr 2001 05:31:49
Message: <3ad2d305@news.povray.org>
"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


Post a reply to this message

From: Geoff Wedig
Subject: Re: Media Fire take 2 (87kau)
Date: 10 Apr 2001 07:24:36
Message: <3ad2ed74@news.povray.org>
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


Post a reply to this message

From: Tony[B]
Subject: Re: Media Fire take 2 (87kau)
Date: 10 Apr 2001 21:38:03
Message: <3ad3b57b@news.povray.org>
> 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


Post a reply to this message

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