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For a flame, I'd use emitting media and for steam i'd use scattering
Marc
405dcfdc$1@news.povray.org...
> I like! How did you do it?
> Steve Shelby
>
> news:405db0bd@news.povray.org...
> > What do you think of this one?
>
>
>
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Basically, it's just an emitting media with a proper density function.
I'll post the source to p.t.s-f, but I must warn you that it probably
will only work with MegaPov 0.7 since it uses emission method 2 media.
However, it should be portable to 3.5 by using standard emitting media
(it just won't look as good on a bright background).
Jerome
Steve Shelby wrote:
| I like! How did you do it?
| Steve Shelby
|
| news:405db0bd@news.povray.org...
|
|>What do you think of this one?
|
|
|
|
- --
******************************
* Jerome M. Berger *
* mailto:jbe### [at] ifrance com *
* http://jeberger.free.fr/ *
******************************
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Thanks a lot. :^}> I'll see what I can do with it.
Steve Shelby
news:405dd5be$1@news.povray.org...
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> Hash: SHA1
>
> Basically, it's just an emitting media with a proper density function.
> I'll post the source to p.t.s-f, but I must warn you that it probably
> will only work with MegaPov 0.7 since it uses emission method 2 media.
> However, it should be portable to 3.5 by using standard emitting media
> (it just won't look as good on a bright background).
>
> Jerome
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news:405dd5be$1@news.povray.org...
> I'll post the source to p.t.s-f, but I must warn you that it probably
> will only work with MegaPov 0.7 since it uses emission method 2 media.
FYI, POV-Ray 3.5 has the 'method 2' as well as 1 and 3 (default). I'd expect
that MegaPOV 1.0 also has all three, since based on the official 3.5 code.
--
Bob H.
http://www.3digitaleyes.com
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I'm not talking of the sampling methods (1, 2 and 3) which work with
any kind of media, but of the emission method, of which there are two
and which I know didn't make it into 3.5 (didn't check 3.6 beta, nor
MegaPov 1.0 but I know it's based on 3.5 and that some of what was in
mp0.7 didn't make it through).
The relevant line in the source I posted is:
emission { 2, <0, 0, 8> extinction 4 }
Jerome
Hughes, B. wrote:
| FYI, POV-Ray 3.5 has the 'method 2' as well as 1 and 3 (default). I'd
expect
| that MegaPOV 1.0 also has all three, since based on the official 3.5 code.
|
- --
******************************
* Jerome M. Berger *
* mailto:jbe### [at] ifrance com *
* http://jeberger.free.fr/ *
******************************
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news:405de0ae$1@news.povray.org...
>
> I'm not talking of the sampling methods (1, 2 and 3) which work with
> any kind of media, but of the emission method, of which there are two
> and which I know didn't make it into 3.5
then! I've done very little with MegaPOV and it shows.
--
Bob H.
http://www.3digitaleyes.com
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"Steve Shelby" <ssh### [at] rexnet net> wrote in message
news:405d9c7a@news.povray.org...
> The flame is a bezier patch with scattering media. In flame1 the only light
> is a blue spotlight at its base, and it's almost acceptable. As soon as I
> add a point light to the scene (flame2), it's totally unacceptable. I've
> tried tweeking everything I can think of, and can't keep the outside of the
> bezier patch from showing. Is there a way to fix this, or am I going about
> it all wrong?
Dunno if this is the sort of thing you're after, but I've got this flame that
looks pretty good under most lighting conditions:
http://www.evilsuperbrain.com/gallery/index.php?gallery=wip&movie=boostertest
The media just uses emission, so it won't be affected by lights. Plus the
density drops to 0 at the edge of the bounding volume, so you can never see the
shape of the object.
The source is as follows:
#declare fBoosterGlow = .4;
cylinder {
<0,0,0>, <0,0,-1>, 1.2
pigment { rgbf 1.0 }
hollow on
interior {
media {
emission 32.0*fBoosterGlow
absorption 4*fBoosterGlow
#declare cocentric_rings = 3;
density {
function { min(max( pow( -z, 0.25 ), 0),1) }
density_map {
[0.0
wood
sine_wave
//poly_wave 1.0
phase -0.25
scale 1/cocentric_rings
density_map {
[0.0 //rgb 0]
cylindrical
poly_wave 2
rotate <90,0,0>
scale cocentric_rings
colour_map {
[0.0 rgb 0.2*<0.0, 0.0, 0.2>] //dark (i.e. pale) blue
[1.0 rgb 0.2*<2.0, 1.0, 0.5>] //bright orange
} //colour_map
]
[1.0 //rgb 1]
cylindrical
poly_wave 2
rotate <90,0,0>
scale cocentric_rings
colour_map {
[0.0 rgb <0.0, 0.0, 0.2>] //dark (i.e. pale) blue
[1.0 rgb <2.0, 1.0, 0.5>] //bright orange
} //colour_map
]
} //density_map
]
[1.0 rgb 0]
} //density_map
} //density
} //media
} //interior
scale <1,1,6>
} //cylinder
Hope that helps.
--
Tek
www.evilsuperbrain.com
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Tek wrote:
>
> Dunno if this is the sort of thing you're after, but I've got this
> flame that looks pretty good under most lighting conditions:
I posted one either here or on one of the scene-file groups which
uses emission and absorption (with identical density for each).
Got good results with it, and it animated well.
Regards,
John
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In article <405d9c7a@news.povray.org>, "Steve Shelby" <ssh### [at] rexnet net>
wrote:
> The flame is a bezier patch with scattering media. In flame1 the only light
> is a blue spotlight at its base, and it's almost acceptable. As soon as I
> add a point light to the scene (flame2), it's totally unacceptable. I've
> tried tweeking everything I can think of, and can't keep the outside of the
> bezier patch from showing. Is there a way to fix this, or am I going about
> it all wrong?
// --------------------------------------------------------------------------
// --- MACRO : FLAMME -------------------------------------------------------
// --------------------------------------------------------------------------
#macro flamme(FAltitude, rayon, longueur, drawFlame, drawLight, useAreaLight,
drawGlow)
// -- flamme --------------------------------------------------------
#if (drawFlame)
#declare theFlame = blob {
threshold 0.5
#local f=0;
#while (f<15)
sphere {
#local xPos = sin((0.5*f/14)*2)*0.5;
#local yPos = 0.3+0.5*f/14;
#local zPos = cos((0.5*f/14)*2)*0.5;
#local rSphere = (0.4-0.2*f/15);
<xPos, yPos, zPos>,
rSphere
strength 1
}
// #debug concat("\nx = ",str(xPos,6,4)," y = ",str(yPos,6,4)," z =
",str(zPos,6,4))
#local f=f+1;
#end
hollow
pigment { rgbt 1 }
interior {
media {
method 3
emission 0.80//rgb <1,.7,.25>
density {
gradient y
color_map {
[0.0 rgb <0.2, 0.3, 0.8>*0.8]
[0.3 rgb <1.0, 0.7, 0.25>]
}
scale 2
}
density {
spherical color_map {
[0.45 rgb 1]
[.5 rgb 0]}
scale 1.5/4
translate 0.3*y
}
}
}
rotate rand(longueur)*360*y
scale <rayon,2.5*rayon,rayon>*2
translate (FAltitude+1)*y
no_shadow
}
#end
// -- light -----------------------------------------------------------
#if (drawLight)
#declare theLight = light_source {
<0,FAltitude+1+2*rayon,0>
rgb <1.00, 0.75, 0.50>
fade_distance 25 //50 ?
fade_power 2 //3
#if (useAreaLight)
area_light
1.5*x,1.5*y,3,3
adaptive 0
jitter
orient
circular
#end
media_attenuation on
}
#end
// -- glow ------------------------------------------------------------
#if (drawGlow)
#declare theGlow = box {
-1,1
hollow
no_shadow
pigment {rgbt 1}
interior {
media {
method 3
emission 0.035
density {
spherical
color_map {
[0.00 rgb <0.00, 0.00, 0.00>]
[1.00 rgb <1.00, 0.80, 0.12>]
}
turbulence 0.1
poly_wave 2
}
}
}
translate y/2
scale <rayon,rayon,rayon>*9
translate FAltitude*y
}
#end
union {
object { theFlame }
object { theLight }
object { theGlow }
}
#end
#declare alea = seed(0);
object {
flamme(0,3,alea,true,true,false,true)
translate <0, 57, 5>
}
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Attachments:
Download 'briquet.jpg' (4 KB)
Preview of image 'briquet.jpg'
![briquet.jpg](/povray.binaries.images/attachment/%3Ckurtzlepirate-E4BA4D.08214522032004%40news.povray.org%3E/briquet.jpg?preview=1)
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Wow, more help than I ever expected! Thank you, everyone. Now I just have to
figure out what will work best for my purposes.
Steve Shelby
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