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23 Nov 2024 18:57:05 EST (-0500)
  candle flames (Message 1 to 10 of 10)  
From: bluetree
Subject: candle flames
Date: 28 Jan 2008 10:15:00
Message: <web.479df15fa8892dc837391bc50@news.povray.org>
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)

From: alphaQuad
Subject: Re: candle flames
Date: 28 Jan 2008 11:35:00
Message: <web.479e0385d5ed02373ffee9290@news.povray.org>
"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] pacbellnet
 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


 

From: alphaQuad
Subject: Re: candle flames
Date: 28 Jan 2008 11:40:01
Message: <web.479e050dd5ed02373ffee9290@news.povray.org>
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


 

From: Nicolas Alvarez
Subject: Re: candle flames
Date: 28 Jan 2008 11:42:42
Message: <479e0602@news.povray.org>
Ooh, laser-like. I'll be needing that.


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From: bluetree
Subject: Re: candle flames
Date: 28 Jan 2008 12:00:01
Message: <web.479e09d5d5ed023737391bc50@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> 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


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Attachments:
Download 'interior_test_2.pov.txt' (98 KB)

From: alphaQuad
Subject: Re: candle flames
Date: 28 Jan 2008 12:20:00
Message: <web.479e0e61d5ed02373ffee9290@news.povray.org>
"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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From: alphaQuad
Subject: Re: candle flames
Date: 28 Jan 2008 12:25:01
Message: <web.479e0fa3d5ed02373ffee9290@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> 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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From: Alain
Subject: Re: candle flames
Date: 28 Jan 2008 15:19:48
Message: <479e38e4$1@news.povray.org>
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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From: alphaQuad
Subject: Re: candle flames
Date: 28 Jan 2008 15:30:00
Message: <web.479e3a3fd5ed02373ffee9290@news.povray.org>
Alain <ele### [at] netscapenet> wrote:

> --
> Alain
> -------------------------------------------------
> When you don’t know what to do, walk fast and look worried.

LOL

$me(aQ) <3 Alain


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From: bluetree
Subject: Re: candle flames
Date: 29 Jan 2008 03:45:00
Message: <web.479ee6fad5ed0237b14839e0@news.povray.org>
I did not use media, did I?
You confused me, I have to look at my scene again. :)

Regards
         bluetree


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