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sounds good to me
Chris Huff wrote:
>
> In article <39B14F18.70571CD2@yahoo.com>, ryan constantine
> <rco### [at] yahoo com> wrote:
>
> > isn't there a guy that usually ports your stuff to win? has he seen
> > your new patch? maybe someone should email him.
>
> Jeff Biermann has been doing the Windows ports, but right now, he
> doesn't have anything to port, since I haven't released it yet. I am
> still working on additional glow effects(I just finished turbulence, and
> am going to add more glow types), finishing the job of separating glows
> from light sources, and I plan to add his fog modifications before I
> release anything.
>
> --
> Christopher James Huff
> Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tag povray org, http://tag.povray.org/
>
> <><
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excellent!
Chris Huff wrote:
>
> In article <39B1517F.77CE31CA@yahoo.com>, ryan constantine
> <rco### [at] yahoo com> wrote:
>
> > hey chris, how's it going? question: what kinds of parameters does
> > this glow thing have?
>
> Right now:
> light_source {
> glow {FLOAT_BRIGHTNESS
> glow_type |0|1|
> |turbulence|lambda|octaves|omega|
> }
> }
> I expect to have more parameters and glow types, a slightly different
> syntax, and a turbulence scale(which will be useable for everything that
> uses turbulence) soon.
>
> > could one make them look really really small? like sparks?
>
> Currently, the size depends solely on the brightness. I plan on adding
> additional ways to control the size.
>
> > how fast do they render?
>
> Very. Since they don't do actual volume sampling, like media, there are
> some shortcuts you can make.
>
> > can the centers be less white (more saturated)?
>
> Yes, that is due to oversaturation, reducing the brightness will reduce
> the white amount. I may attempt to optionally change this too.
>
> > what about making the light a visible point with a color but no glow
> > halo?
>
> I don't see the point in this...just use a looks_like object or a
> shadowless sphere with high ambient.
>
> > if they could look like sparks, and if it is fast enough, it might be
> > cool to set magnitude high, fade distance to zero, and fade factor
> > really high (so a few hundred of these don't wash out the scene) and
> > add these to one of the great explosion experiments that have been
> > done in the past.
>
> Yes, that is one other use of this patch. They are definitely fast
> enough: this scene has 32 of them, and took 1 minute to render on my 266
> G3. I suspect most of that was due to the lights, if multiple glows are
> used without lights it could be much faster. A few hundred would
> probably be no problem.
>
> > maybe use the particle emitter patch to emitt these new 'light
> > particles'. put the emitter in the center of the explosion, make it
> > go boom, and watch sparks fly, and die out at approximately the same
> > distance. what do you think? watch the death star explosion for
> > what i'm thinking of. not a whole lot of smoke or flame, just a
> > little, but with a lot of sparks.
>
> I have thought of doing this, it should be quite easy with the
> get_particle() function. I have been planning to do this as soon as I
> get glows outside of light_sources(which will probably be done in a few
> minutes).
>
> --
> Christopher James Huff
> Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tag povray org, http://tag.povray.org/
>
> <><
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