POV-Ray : Newsgroups : povray.binaries.images : Small, regular flame (~26kB) Server Time
19 Aug 2024 22:17:02 EDT (-0400)
  Small, regular flame (~26kB) (Message 1 to 5 of 5)  
From: Yann Ramin
Subject: Small, regular flame (~26kB)
Date: 25 Sep 2000 00:37:19
Message: <39ced67f@news.povray.org>
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] atrustrivalieeuorg
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

Preview of image 'red.png'
red.png


 

From: Mark Wagner
Subject: Re: Small, regular flame (~26kB)
Date: 25 Sep 2000 02:06:50
Message: <39ceeb7a@news.povray.org>
Yann Ramin wrote in message <39ced67f@news.povray.org>...

--------------------------------------------------------------------
Yann Ramin                      atr### [at] atrustrivalieeuorg
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

--------------------------------------------------------------------


You think your sig is long enough?  Or are you planning to add to it?

Mark


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From: Bob Hughes
Subject: Re: Small, regular flame (~26kB)
Date: 25 Sep 2000 18:16:14
Message: <39cfceae@news.povray.org>
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] atrustrivalieeuorg> 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

From: Yann Ramin
Subject: Re: Small, regular flame (~26kB)
Date: 25 Sep 2000 22:57:48
Message: <39d010ac@news.povray.org>
> 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] atrustrivalieeuorg> 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] atrustrivalieeuorg
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

From: Bob Hughes
Subject: Re: Small, regular flame (~26kB)
Date: 25 Sep 2000 23:23:55
Message: <39d016cb@news.povray.org>
"Yann Ramin" <atr### [at] atrustrivalieeuorg> wrote in message
news:39d010ac@news.povray.org...
|
| > 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?

I checked it and didn't see anything wrong.  Are you discontinuing the use
of the original flame object?  I thought there was a second flame appearing
out of nowhere at first until I realized I left in the original RedFlame
along with the light_source with looks_like {RedFlame}, after making the
single instance it all seems fine.

Bob


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