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in news:3m3cvv0lak15tgvcguu7eapdf86585dvjg@4ax.com Stephen McAvoy
wrote:
> This is low quality (no AA and low Media intervals (10)) settings. To
> reduce the time of render.
Did you use atmospheric media or contained media? The latter is faster.
> It shows the dullness I am experiencing
> with Media.
You could add a density pattern with some turbulence to make the
lightbeam more attractive. Also maybe put the spotlight closer to the
object, so the beam gets less parallel
> The spotlight is two spotlights one reacting to media to
> give the visible beam the other to give the spot on the ground. My
> initial idea was to control a spotlight but it developed into a long
> learning curve. I don't think I'd get a job as a spotlight
> operator:-} Any advice on media would be appreciated.
Below is a small scene.
- The fade_power/disytance is used to make the light brighter near the
spot (doesn't show much though :( )
- To animate the spot, add a clock to the PointAt variable.
- The cone is a bit too short, I didn't feel like figuring out the math.
- To vary the density, change the 'rgb 1' in scattering or play with the
color_map in the density block.
Your danceuse is great!
---%<------%<------%<---
#version 3.5;
global_settings {
assumed_gamma 1.0
}
camera {
location <0.0, 1, -6.0>
right x*image_width/image_height
look_at <-1.0, 2, 0.0>
}
#declare Location=<-20,20,-5>;
#declare PointAt=<0,0,0>; //animate
light_source {
Location
rgb 1
spotlight
point_at PointAt
radius 1
falloff 3
tightness 0
fade_distance vlength(PointAt-Location)
fade_power 2
}
cone {
Location,0 PointAt,3.1 //a bit wider than falloff
hollow
pigment {rgbf 1}
finish {ambient 0 diffuse 0}
interior {
media {
intervals 1
samples 1,1
scattering {
2, // play with this
rgb 1
extinction 0.0
}
method 3
density {
wood
scale 2
turbulence 0.5
octaves 7
lambda 0.5
omega 0.5
color_map{
[0.0, rgb 0.1]
[0.7, rgb 0.2] //vary intesity of scattering
}
}
}
}
}
plane {
y, 0
pigment { color rgb <0.7,0.5,0.3> }
}
sphere {
<0,0.6,0> 0.6
texture {
pigment {
rgb<1,0,0>
}
finish{
specular 0.6
}
}
}
---%<------%<------%<---
Ingo
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On 3 Jan 2004 07:11:33 -0500, ingo <ing### [at] tagpovrayorg> wrote:
>Did you use atmospheric media or contained media? The latter is faster.
I used contained media but it was a large-ish container. I am still
experimenting with media.
>> It shows the dullness I am experiencing
>> with Media.
>
>You could add a density pattern with some turbulence to make the
>lightbeam more attractive. Also maybe put the spotlight closer to the
>object, so the beam gets less parallel
I will add a density pattern with some turbulence later but first things first.
Since I like to make cyclic animations the smoky effect will need to be
carefully thought out. I have a lot of experience of looking at lighting in the
theatre. I initially had the spot much closer to the stage but the cone was too
obvious. Since I create my scenes using Moray I don't have the option of using
the point_at keyword and have to use the rotate <x,y,z>. This is not such a
great disadvantage because the meshes I use are displaced internally and as far
as PovRay is concerned they are static through out the animation. I used a
spline to control the rotation. I've just reread my initial statement and your
answer and I think there was some misunderstanding. When I said dullness I meant
lack of clarity or as if the objects were tarnished. I now think this is due to
a too high rgb value in the media.
>Below is a small scene.
>- The fade_power/disytance is used to make the light brighter near the
>spot (doesn't show much though :( )
>- To animate the spot, add a clock to the PointAt variable.
>- The cone is a bit too short, I didn't feel like figuring out the math.
>- To vary the density, change the 'rgb 1' in scattering or play with the
>color_map in the density block.
In your scene you use a cone as a container, I tried that and because I needed
to use some secondary lighting, the container cone created a shadow (it looked
like a dark halo around the container cone). If I made it shadowless I got a
whiteout :-} so I used one spot reacting with media for the visible light
(strange phrase) and another to give a spot on the floor. Bob Hughes thought
that this problem could have been caused by the floor finish having a too low
diffuse value (Tested and true). So that is fixed.
>Your danceuse is great!
Thank you, I think I have "cracked" using bvh files in Poser.
I appreciate your comments.
Regards
Stephen
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