POV-Ray : Newsgroups : povray.binaries.images : I'm making some objects for my scene and here is one of em Server Time
16 Aug 2024 04:17:29 EDT (-0400)
  I'm making some objects for my scene and here is one of em (Message 3 to 12 of 12)  
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From: 25ct
Subject: Re: I'm making some objects for my scene and here is one of em
Date: 6 Apr 2002 13:22:35
Message: <3caf3ceb@news.povray.org>
So what scene are you going to do FM?

   Nice blue glass.....

     ~Steve~


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From: Flaming Monarch
Subject: Re: I'm making some objects for my scene and here is one of em
Date: 7 Apr 2002 14:43:58
Message: <3CB0936E.1060706@gates.com>
its like a show room with a bunch of glass objects in it
just for fun and to try a bunch of lathes

:)


25ct wrote:

>    So what scene are you going to do FM?
> 
>    Nice blue glass.....
> 
>      ~Steve~
> 
> 
>


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From: Marc Jacquier
Subject: Re: I'm making some objects for my scene and here is one of em
Date: 7 Apr 2002 16:42:18
Message: <3cb0af2a$1@news.povray.org>
Hi may be you can use
a material with a transmit 1 pigment, an interior and a media emitting or
scattering for the flame.
don't forget to declare your object a hollow otherwise media don't work
I used that for a candle flame with a light in the flame


#declare flame=    material  // flamme_1
   {
      texture
      {
         pigment
         {
            color rgbt <1.0, 1.0, 1.0, 1.0>
         }
         finish
         {
            ambient 0.0
            diffuse 0.0
            phong 0.            specular 0.
         }
      }
      interior
      {
         media
         {
            scattering
            {
               1 ,  rgb <0.604167, 0.208333, 1.0> // isotropic scattering
            }
            density
            {
               spherical
               scale  1.5
            }
         }
         media
         {
            scattering
            {
               1 ,  rgb <0.5, 0.3125, 0.0> // isotropic scattering
            }
         }
      }
   }


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From: Flaming Monarch
Subject: Re: I'm making some objects for my scene and here is one of em
Date: 7 Apr 2002 17:29:28
Message: <3CB0BA38.6020205@gates.com>
I have to go out now but when I get home I will thanks

Marc Jacquier wrote:

> Hi may be you can use
> a material with a transmit 1 pigment, an interior and a media emitting or
> scattering for the flame.
> don't forget to declare your object a hollow otherwise media don't work
> I used that for a candle flame with a light in the flame
> 
> 
> #declare flame=    material  // flamme_1
>    {
>       texture
>       {
>          pigment
>          {
>             color rgbt <1.0, 1.0, 1.0, 1.0>
>          }
>          finish
>          {
>             ambient 0.0
>             diffuse 0.0
>             phong 0.            specular 0.
>          }
>       }
>       interior
>       {
>          media
>          {
>             scattering
>             {
>                1 ,  rgb <0.604167, 0.208333, 1.0> // isotropic scattering
>             }
>             density
>             {
>                spherical
>                scale  1.5
>             }
>          }
>          media
>          {
>             scattering
>             {
>                1 ,  rgb <0.5, 0.3125, 0.0> // isotropic scattering
>             }
>          }
>       }
>    }
> 
> 
> 
> 
> 
> 
>


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From: Flaming Monarch
Subject: Re: I'm making some objects for my scene and here is one of em
Date: 7 Apr 2002 20:13:18
Message: <3CB0E09E.9000101@gates.com>
how do I add this ?

I know i am stupid but tell me anyway
how i use this

Marc Jacquier wrote:

> Hi may be you can use
> a material with a transmit 1 pigment, an interior and a media emitting or
> scattering for the flame.
> don't forget to declare your object a hollow otherwise media don't work
> I used that for a candle flame with a light in the flame
> 
> 
> #declare flame=    material  // flamme_1
>    {
>       texture
>       {
>          pigment
>          {
>             color rgbt <1.0, 1.0, 1.0, 1.0>
>          }
>          finish
>          {
>             ambient 0.0
>             diffuse 0.0
>             phong 0.            specular 0.
>          }
>       }
>       interior
>       {
>          media
>          {
>             scattering
>             {
>                1 ,  rgb <0.604167, 0.208333, 1.0> // isotropic scattering
>             }
>             density
>             {
>                spherical
>                scale  1.5
>             }
>          }
>          media
>          {
>             scattering
>             {
>                1 ,  rgb <0.5, 0.3125, 0.0> // isotropic scattering
>             }
>          }
>       }
>    }
> 
> 
> 
> 
> 
> 
>


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From: Flaming Monarch
Subject: Re: I'm making some objects for my scene and here is one of em
Date: 7 Apr 2002 20:23:18
Message: <3CB0E2F6.5050806@gates.com>
there i got it just needed to be hollow

Marc Jacquier wrote:

> Hi may be you can use
> a material with a transmit 1 pigment, an interior and a media emitting or
> scattering for the flame.
> don't forget to declare your object a hollow otherwise media don't work
> I used that for a candle flame with a light in the flame
> 
> 
> #declare flame=    material  // flamme_1
>    {
>       texture
>       {
>          pigment
>          {
>             color rgbt <1.0, 1.0, 1.0, 1.0>
>          }
>          finish
>          {
>             ambient 0.0
>             diffuse 0.0
>             phong 0.            specular 0.
>          }
>       }
>       interior
>       {
>          media
>          {
>             scattering
>             {
>                1 ,  rgb <0.604167, 0.208333, 1.0> // isotropic scattering
>             }
>             density
>             {
>                spherical
>                scale  1.5
>             }
>          }
>          media
>          {
>             scattering
>             {
>                1 ,  rgb <0.5, 0.3125, 0.0> // isotropic scattering
>             }
>          }
>       }
>    }
> 
> 
> 
> 
> 
> 
>


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From: Marc Jacquier
Subject: Re: I'm making some objects for my scene and here is one of em
Date: 8 Apr 2002 02:51:24
Message: <3cb13dec$1@news.povray.org>

news: 3CB### [at] gatescom...
> there i got it just needed to be hollow
>
Great! An object HAS to be hollow for his media to be calculated (You can
note a higher tracing speed if not)
As you seem to be a beginner, I pull your attention on the way pov applies
textures to objects:
You can see (at least it's MY way to see:-) these textures as an
intersection between the (infinitely thin) peel of the object and a texture
which is *latent* through entire space.
Materials can have an interior definition which gives properties to the
interior of the object.
Cheers
Marc


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From: Shay
Subject: Re: I'm making some objects for my scene and here is one of em
Date: 8 Apr 2002 12:09:32
Message: <3cb1c0bc$1@news.povray.org>
If you are planning on putting several glass objects in your scene, you need
to work on your glass material. See fade_color in the docs.

p.s. That was a HUGE file for such a simple pic!!
 -Shay

Flaming Monarch <fla### [at] gatescom> wrote in message
news:3CA### [at] gatescom...


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From: Flaming Monarch
Subject: Re: I'm making some objects for my scene and here is one of em
Date: 10 Apr 2002 07:34:18
Message: <3CB42339.2020902@gates.com>
5k?

Shay wrote:

> If you are planning on putting several glass objects in your scene, you need
> to work on your glass material. See fade_color in the docs.
> 
> p.s. That was a HUGE file for such a simple pic!!
>  -Shay
> 
> Flaming Monarch <fla### [at] gatescom> wrote in message
> news:3CA### [at] gatescom...
> 
> 
> ----------------------------------------------------------------------------
> ----
> 
> 
> 
> 
> 
> 
> ----------------------------------------------------------------------------
> ----
> 
> 
> 
> 
> 
> 
>


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From: Flaming Monarch
Subject: Re: I'm making some objects for my scene and here is one of em
Date: 10 Apr 2002 07:34:59
Message: <3CB4235F.8080402@gates.com>
Ah yes I am new
And thanks go out to you for explaing in english that I can manage

Marc Jacquier wrote:


> news: 3CB### [at] gatescom...
> 
>>there i got it just needed to be hollow
>>
>>
> Great! An object HAS to be hollow for his media to be calculated (You can
> note a higher tracing speed if not)
> As you seem to be a beginner, I pull your attention on the way pov applies
> textures to objects:
> You can see (at least it's MY way to see:-) these textures as an
> intersection between the (infinitely thin) peel of the object and a texture
> which is *latent* through entire space.
> Materials can have an interior definition which gives properties to the
> interior of the object.
> Cheers
> Marc
> 
> 
>


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