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Hi there,
I'm trying to produce a flame based upon a burning gas, but used for
illumination. I've come up with two different ideas. Both of them don't
put out enough light, and could use some work. Any ideas? This is
designed for an outdoor lighting situation.
#1 is a blue bunsen burner flame
#declare BlueFlame =
union {
sphere{<0, -0.3, 0>, 0.8
hollow
no_shadow
pigment {rgbt <1, 1, 1, 1>}
interior {media {emission rgbf<0.6, 0.6, 1, 0>//0.5
scattering{1 rgbf<0, 0.1, 0.8, 1>}
density{onion color_map{
[0.1 rgb <0, 0, 0.2>]
[0.4 rgb <0.6, 0.2 1>]//, 1>]
[0.75 rgb <0.8, 0.8, 1.45>]//, 0.2>]
[0.95 rgb <0, 0.1, 0.8>]
}
scale 0.8 turbulence <0.35, 0.1, 0.35>}
method 1
}
}
scale <1,4,1>
}
light_source { <0,-1,0>
rgb <.4,.2,1>
}
}
#2 is the same flame, but made red
#declare RedFlame =
union {
sphere{<0, -0.3, 0>, 0.8
hollow
no_shadow
pigment {rgbt <1, 1, 1, 1>}
interior {media {emission rgbf<0.9, 0.9, 0.5, 0>//0.5
scattering{1 rgbf<.8, 0.7, 0.3, .7>}
density{onion color_map{
[0.1 rgb <0.2, 0, 0>]
[0.4 rgb <1, 0.5, 0.1>]//, 1>]
[0.75 rgb <1.45, 0.8, 0.8>]//, 0.2>]
[0.95 rgb <.8, 0.1, 0.8>]
}
scale 0.8 turbulence <0.4, 0.1, 0.1>}
method 2
}
}
scale <1,4,1>
}
light_source { <0,-0.3,0>
rgb <.9,.7,.1>
}
--
--------------------------------------------------------------------
Yann Ramin atr### [at] atrustrivalie eu org
Atrus Trivalie Productions www.redshift.com/~yramin
Monterey High IT www.montereyhigh.com
AIM oddatrus
Marina, CA
IRM Developer Network Toaster Developer
SNTS Developer KLevel Developer
( this .sig represents the view of the world at any one
moment. Enjoy! )
"If I read the DeCSS source code in a forest, would it make
a copyrightable sound?"
- mwalker
"All cats die. Socrates is dead. Therefore Socrates is a cat."
- The Logician
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Attachments:
Download 'blue.png' (14 KB)
Download 'red.png' (14 KB)
Preview of image 'blue.png'
![blue.png](/povray.binaries.images/attachment/%3C39ced67f%40news.povray.org%3E/blue.png?ttop=443840&toff=11850&preview=1)
Preview of image 'red.png'
![red.png](/povray.binaries.images/attachment/%3C39ced67f%40news.povray.org%3E/red.png?ttop=443840&toff=11850&preview=1)
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A couple of things to point out.
'no_shadow' isn't needed when using rgbt (transmit) color vector for the
container object pigment, only rgbf (filter) can cast shadows.
The filter used in both your 'emission' and 'scattering' isn't a part of
their syntax so don't use anything except rgb<#,#,#>.
In the 'light_source' it would be a very good idea to use 'fade_distance D'
(D=some unit # for scale of scene) and 'fade_power 2' so that there is a
brighter inner region and dimmer outer region. And since light sources
interact with media by default the light might be better suited using the
media container as a 'looks_like' instead of unioned as you now have it.
Although, unless 'media_attenuation' is set to on in the light I don't think
it matters unless 'absorption' is used in the media.
Disclaimer: I've been known to be wrong before.
Anyway, for a brighter flame object you'll want to increase emission, or
lower scattering (and/or density). For brighter illumination you'll need to
increase the lights color vector, of course.
Bob
"Yann Ramin" <atr### [at] atrustrivalie eu org> wrote in message
news:39ced67f@news.povray.org...
|
| I'm trying to produce a flame based upon a burning gas, but used for
| illumination. I've come up with two different ideas. Both of them don't
| put out enough light, and could use some work. Any ideas? This is
| designed for an outdoor lighting situation.
Post a reply to this message
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
> brighter inner region and dimmer outer region. And since light sources
> interact with media by default the light might be better suited using the
> media container as a 'looks_like' instead of unioned as you now have it.
Interesting that you say that, when I tried that, I got an "image" of the
flame reflected off of my white plane??? Something I am missing?
> Although, unless 'media_attenuation' is set to on in the light I don't
> think it matters unless 'absorption' is used in the media.
> Disclaimer: I've been known to be wrong before.
> Anyway, for a brighter flame object you'll want to increase emission, or
> lower scattering (and/or density). For brighter illumination you'll need
> to increase the lights color vector, of course.
>
> Bob
>
> "Yann Ramin" <atr### [at] atrustrivalie eu org> wrote in message
> news:39ced67f@news.povray.org...
> |
> | I'm trying to produce a flame based upon a burning gas, but used for
> | illumination. I've come up with two different ideas. Both of them
> | don't
> | put out enough light, and could use some work. Any ideas? This is
> | designed for an outdoor lighting situation.
>
>
>
--
--------------------------------------------------------------------
Yann Ramin atr### [at] atrustrivalie eu org
Atrus Trivalie Productions www.redshift.com/~yramin
Monterey High IT www.montereyhigh.com
AIM oddatrus
Marina, CA
IRM Developer Network Toaster Developer
SNTS Developer KLevel Developer
( this .sig represents the view of the world at any one
moment. Enjoy! )
"If I read the DeCSS source code in a forest, would it make
a copyrightable sound?"
- mwalker
"All cats die. Socrates is dead. Therefore Socrates is a cat."
- The Logician
--------------------------------------------------------------------
Post a reply to this message
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