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Fog bounding objects. I.e. fog only in this hollow cube. Kinda like
media, but quicker, and without the scattering of light.
--
Tim Cook
http://empyrean.scifi-fantasy.com
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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"Timothy R. Cook" wrote:
> Fog bounding objects. I.e. fog only in this hollow cube. Kinda like
> media, but quicker, and without the scattering of light.
Also ...why is this message in some old thread?
--
Tim Cook
http://empyrean.scifi-fantasy.com
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Timothy R. Cook wrote:
> "Timothy R. Cook" wrote:
>> Fog bounding objects. I.e. fog only in this hollow cube. Kinda like
>> media, but quicker, and without the scattering of light.
You mean like this:
#include "colors.inc"
camera {
location <-20, 20, -20>
look_at <20,20,20>
}
background { color SkyBlue }
plane { y, -10
pigment {
checker color Yellow color Green
scale 20
}
}
box { <0, 0, 0>, <40,40,40>
pigment { Clear }
inverse
}
sphere { <-100, 150, 200>, 20
pigment { Green }
finish { phong 1.0 phong_size 20 }
}
sphere { <100, 25, 100>, 30
pigment { Blue }
finish { phong 1.0 phong_size 20 }
}
light_source { <100, 120, 40> color White}
fog {
distance 25
color rgb 0.6
}
>
> Also ...why is this message in some old thread?
>
It show up correctly here, so it might be your news reader.
- Micha
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On Mon, 04 Mar 2002 15:52:38 -0500, Timothy R. Cook wrote:
> "Timothy R. Cook" wrote:
>> Fog bounding objects. I.e. fog only in this hollow cube. Kinda like
>> media, but quicker, and without the scattering of light.
How does the current fade_* stuff not meet your needs?
> Also ...why is this message in some old thread?
Because your newsreader is broken.
--
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbt 1}hollow interior{media{emission T}}finish{
reflection.1}}#end Z(-x-x.2y)Z(-x-x.4x)camera{location z*-10rotate x*90}
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Ron Parker wrote:
> How does the current fade_* stuff not meet your needs?
I'm using ground_fog, and it's infinite along the plane which
it occupies. Not useful for fish tanks or similar.
--
Tim Cook
http://empyrean.scifi-fantasy.com
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Also fog can be turbulenced, which can sometimes be useful.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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In article <3C83DE53.D3143F74@scifi-fantasy.com>,
"Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote:
> Fog bounding objects. I.e. fog only in this hollow cube. Kinda like
> media, but quicker,
You can do this now with object attenuation. Make a transparent object
and use fade_distance, fade_power, and fade_color.
> and without the scattering of light.
Fog doesn't scatter light anyway.
And solid media can render pretty fast...for this, you just need
emitting and/or absorbing media, and you don't need lots of intervals or
samples. In fact, 1 interval and 1 sample should work.
--
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/
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"Christopher James Huff" wrote:
> You can do this now with object attenuation.
> Make a transparent object and use fade_distance,
> fade_power, and fade_color.
Fog and object attenuation have nothing to do with each other.
Fog fades to a specific color regardless of what objects are behind the fog.
Like a transmitting surface.
Attenuation filters light, so the color is multiplied by the color behind
the object. Like a filtering surface.
Rune
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