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I'm still trying to work out the color balance of the flames, but overall,
I'm rather satisfied with the results so far.
comments welcome.
ADB
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"Anthony D. Baye" <Sha### [at] spamnomore hotmail com> wrote in message
news:web.42e322b030c67bb58a85f6810@news.povray.org.
I like the swirling flames, I think you've got this part right, but the
semi-sphere is a little too obvious? I wouldn't know how to fix this though.
Some more experimenting and you'll hit the sweet spot.
Nice start.
~Steve~
> ADB
>
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Thanks, I'm glad you like the flames.
The flame effect is actually three density statements:
A y gradient with an exponential falloff and scaled to the height of the
flames.
A cylindrical density scaled to the radius of the flames.
and a wrinkles density, again scaled to the radius. This is what gives it
the actual flame pattern and all it's color.
the media is contained inside a the intersection of a cylinder and a sphere.
The only function of the sphere is to ensure that I don't get flames in
places where there shouldn't be flames. Like underneith the bowl.
I'll agree that the boundaries are a tad obvious, but I cant seem to get rid
of them. A particle system might look more realistic, but my machine's too
antiquated to make using one an efficient process.
Again, Suggestions welcome.
Regards,
ADB
"St." <dot### [at] dot com> wrote:
> "Anthony D. Baye" <Sha### [at] spamnomore hotmail com> wrote in message
> news:web.42e322b030c67bb58a85f6810@news.povray.org.
>
> I like the swirling flames, I think you've got this part right, but the
> semi-sphere is a little too obvious? I wouldn't know how to fix this though.
> Some more experimenting and you'll hit the sweet spot.
>
> Nice start.
>
> ~Steve~
>
>
>
>
> > ADB
> >
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You might try a density_file with multiple density statements. Let the
values fall off randomly near the boundaries of your container - the values
in a density file are scaled to a float between 0 and 1, and are then
multipled with any other density in the media block. So, if the value in
the density file is zero, there will be no density at that point in space.
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Lonnie wrote:
> You might try a density_file with multiple density statements. Let the
> values fall off randomly near the boundaries of your container - the values
> in a density file are scaled to a float between 0 and 1, and are then
> multipled with any other density in the media block. So, if the value in
> the density file is zero, there will be no density at that point in space.
>
I can't do density files. Even if I could, My machine is OLD. It can't
handle density files, it chokes on the memory req's for rendering this
scene with radiosity.
I'm planning to get a new one this fall.
ADB
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