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I used two sors (not sphere sweeps, sorry) to imitate the flame's looking and
put a light source to them. I don't know if this abstract of the scene might
show the mistake, I made. If not, I could post the full code. Again: Thank you
for your help!! :)
Regards
bluetree
The radiosity settings, used in the second scene:
radiosity {
count 40
recursion_limit 2
nearest_count 7
adc_bailout 0.010
brightness 1.400
error_bound 1.800
gray_threshold 0.001
low_error_factor 0.500
max_sample 3.000
minimum_reuse 0.015
always_sample 1
pretrace_end 0.040
pretrace_start 0.080
normal 1
media 0
}
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Attachments:
Download 'candlelight.pov.txt' (2 KB)
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"bluetree" <nomail@nomail> wrote:
> I used two sors (not sphere sweeps, sorry) to imitate the flame's looking and
> put a light source to them. I don't know if this abstract of the scene might
> show the mistake, I made. If not, I could post the full code. Again: Thank you
> for your help!! :)
>
> Regards
> bluetree
>
I am going to ask for at least the textures to this "candlelight" else their is
little to study without textures (5).
liquid_wax
Glass0
Brushed_Aluminum0
light_candle_outside
light_candle
Looks like you put a lot of work into this scene and would love to see more.
Heres the flame I found, but looking at the wick it seems transparency is
missing.
The next image will be a transparent beam for study,
I dont have much trouble finding this candle flame:
/*
Lit tapered candle scene file.
BY: Ken Tyler 1-16-1999 tyl### [at] pacbell net
You are free to use this as you wish without my permission.
If you do something really good with it send me a small image to look_at.
*/
#declare CandleFlame =
union{
lathe{
linear_spline 27,
<0.0000000000,0.0000000000>,
<7.240741E-02,3.003827E-02>,
<8.423334E-02,0.0392000000>,
<9.441235E-02,5.047037E-02>,
<0.1028877000,6.362963E-02>,
<0.1096667000,0.0783000000>,
<0.1147864000,9.422963E-02>,
<0.1184025000,0.1116704000>,
<0.1207000000,0.1310000000>,
<0.1218333000,0.1525333000>,
<0.1218333000,0.1763333000>,
<0.1207000000,0.2024000000>,
<0.1182444000,0.2312370000>,
<0.1135222000,0.2653630000>,
<0.1054000000,0.3078000000>,
<9.324814E-02,0.3600605000>,
<7.845185E-02 0.4176173000>,
<0.0629000000,0.4744333000>,
<4.822963E-02,0.5254210000>,
<3.507037E-02,0.5692901000>,
<0.0238000000,0.6057000000>,
<1.473333E-02,0.6344136000>,
<7.933334E-03,0.6556087000>,
<0.0034000000,0.6695666000>,
<1.007407E-03,0.6769086000>,
<1.259259E-04,0.6796135000>,
<0.0000000000,0.6799999000>
texture{
pigment{rgbt 1}
}
interior {
media {
emission 1
scattering{1,.01}
intervals 10
samples 1, 15
confidence 0.9999
variance 1/1000
density {
radial
turbulence .35
color_map{
[ 0 rgb<1.0,1.0,0.0>]
[.1 rgb<1.0,.50,0.0>]
[.5 rgb<1.0,.75,.25>]
[.7 rgb<0.7,.45,0.0>]
[ 1 rgb<1.0,.65,0.0>]
}
}
}
}
hollow
scale<1.25,2,1.25>*3
translate y*1.25
}
}
#declare Candle =
intersection{
cone{
y*-8,.75,y*1,.5
pigment{rgb<1,1,.97>}
finish{ambient .5 diffuse .23}
}
sphere{<.05,1,0>,.5 inverse
pigment{rgb 1}
finish{ambient .5 diffuse .23}
}
}
cylinder{y*.8,y*1.5,.1
pigment{rgb 0}
}
object{Candle}
object{CandleFlame}
camera{
location<0,5,-20>
look_at y*-3
rotate <0,-90,0>
}
light_source{<0,0,-500>rgb 1}
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Attachments:
Download 'candle.jpg' (4 KB)
Preview of image 'candle.jpg'
![candle.jpg](/povray.binaries.scene-files/attachment/%3Cweb.479e0385d5ed02373ffee9290%40news.povray.org%3E/candle.jpg?ttop=441393&toff=350&preview=1)
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swiped from Rune's Particle System v1.01 for POV-Ray 3.5
and edited for my use into a small macro; added and commented more media vars:
credit:
/*
Rune's Particle System v1.01 for POV-Ray 3.5
Copyright (C) 2002 Rune S. Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// random
#macro Hash1(t1)
#local p1=sin(t1);
#local pf=cos(1e7*(p1));
abs(1e4*pf-int(1e4*pf))
#end
#macro Hash2(t1,t2)
#local p1=sin(t1);
#local p2=cos(t2*2.2361);
#local pf=cos(1e7*(p1+p2));
abs(1e4*pf-int(1e4*pf))
#end
#macro Hash3(t1,t2,t3)
#local p1=sin(t1);
#local p2=cos(t2*2.2361);
#local p3=sin(t3*1.8708+1);
#local pf=cos(1e7*(p1+p2+p3));
abs(1e4*pf-int(1e4*pf))
#end
// random vector
#macro Hash3p (A,B,C)
#local D = A;
#local Vector = 2*x;
#while (vlength(Vector)>1)
#local Vector = <Hash3(D,B,C),Hash3(D,B,C+1),Hash3(D,B,C+2)>*2-<1,1,1>;
#local D = D+1;
#end
Vector
#end
#macro glow(glow_color,glow_size,p_location,sampn,sampm)
#local p_id = 0.1;
#local glow_state = 0.001; // fader
#local glow_colorturb = <0.3,0.3,0.3>; //magnitude Randomness to color
#local ColorJitter =
(<Hash2(p_id,1),Hash2(p_id,2),Hash2(p_id,3)>-<0.5,0.5,0.5>)*glow_colorturb;
//echov(ColorJitter)
#local Color =
(
glow_color
*(1+ColorJitter) // Randomness to color
<0.08566,-0.00723,0.04424>
*(1.001-glow_state) // fader
);
#local ColorM = max(Color.x,max(Color.y,Color.z)); // highest RGB
#local Color = Color/2;
sphere {
0, 1 hollow no_shadow
pigment {rgbf 1}
finish {ambient 1 diffuse 0}
interior {
media {
emission Color // color
intervals 10 // default 10
ratio 0.9 // default 0.9 distributes intervals differently
between lit and unlit areas
samples sampn,sampm // default 1,1
variance 1.0/128
confidence 0.9
method 2 //1,2,3adaptive
density {
spherical
density_map {
[0.0, rgb 0 ]
[0.6, rgb Color ]
[1.0, rgb 2*ColorM]
}
}
}
media {
absorption Color*.1 // color
intervals 10 // default 10
ratio 0.9 // default 0.9 distributes intervals differently
between lit and unlit areas
samples sampn,sampm // default 1,1
variance 1.0/128
confidence 0.9
method 2 //1,2,3adaptive
density {
spherical
density_map {
[0.0, rgb 0 ]
[0.6, rgb ColorM-Color]
[1.0, rgb 0 ]
}
}
}
}
scale glow_size
//echov(0.5/glow_size)
translate p_location
}
#end
glow(<1.0,0.2,0.2>,<2.0,100.0,2.0>,<20,0,15>,4,8)
//glow(glow_color,glow_size,p_location,sampn,sampm)
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Attachments:
Download 'sandman1.jpg' (26 KB)
Preview of image 'sandman1.jpg'
![sandman1.jpg](/povray.binaries.scene-files/attachment/%3Cweb.479e050dd5ed02373ffee9290%40news.povray.org%3E/sandman1.jpg?ttop=441393&toff=350&preview=1)
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Ooh, laser-like. I'll be needing that.
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"alphaQuad" <alp### [at] earthlink net> wrote:
> I am going to ask for at least the textures to this "candlelight" else their is
> little to study without textures (5).
oh, sorry.
Here is the pov-file with textures. If you need also the image maps, I put them
there...
http://news.povray.org/povray.binaries.misc/thread/%3Cweb.479de303cc5848d937391bc50%40news.povray.org%3E/
It would be great if someone could tell me the mistake, I made. ;)
As you saw on the pictures, without radiosity the flames were visible, with
radiosity not...
I surely made something wrong, but I can't find it. :)
Regards
bluetree
Post a reply to this message
Attachments:
Download 'interior_test_2.pov.txt' (98 KB)
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"bluetree" <nomail@nomail> wrote:
> It would be great if someone could tell me the mistake, I made. ;)
> As you saw on the pictures, without radiosity the flames were visible, with
> radiosity not...
> I surely made something wrong, but I can't find it. :)
>
> Regards
> bluetree
As I recall media does not work properly inside objects, er something to that
effect.
The whole thing might be helpful, if the right person saw it.
also I saw "media off"
Peace,
aQ
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"alphaQuad" <alp### [at] earthlink net> wrote:
> As I recall media does not work properly inside objects, er something to that
> effect.
Or was that radiosity does not work inside objects? ARGH, too few memory cells
left!
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alphaQuad nous apporta ses lumieres en ce 2008/01/28 12:18:
> "bluetree" <nomail@nomail> wrote:
>
>> It would be great if someone could tell me the mistake, I made. ;)
>> As you saw on the pictures, without radiosity the flames were visible, with
>> radiosity not...
>> I surely made something wrong, but I can't find it. :)
>>
>> Regards
>> bluetree
>
> As I recall media does not work properly inside objects, er something to that
> effect.
Media work inside objects with the "hollow" key word. It's the sole purpose of
that key word.
>
> The whole thing might be helpful, if the right person saw it.
>
> also I saw "media off"
>
> Peace,
> aQ
>
media 0 (or off) in the radiosity tells radiosity to ignore media participation:
default value.
--
Alain
-------------------------------------------------
When you don’t know what to do, walk fast and look worried.
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Alain <ele### [at] netscape net> wrote:
> --
> Alain
> -------------------------------------------------
> When you don’t know what to do, walk fast and look worried.
LOL
$me(aQ) <3 Alain
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I did not use media, did I?
You confused me, I have to look at my scene again. :)
Regards
bluetree
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