POV-Ray : Newsgroups : povray.general : Media scattering question Server Time
5 Nov 2024 18:22:11 EST (-0500)
  Media scattering question (Message 1 to 3 of 3)  
From: Steve Shelby
Subject: Media scattering question
Date: 4 Feb 2003 23:00:19
Message: <3e408c53@news.povray.org>
Hi,
Could someone please show me an actual piece of code from a .pov file that
designates media scattering? In the help files it shows:

scattering {
       Type, COLOR [ eccentricity Value ] [ extinction Value ]
    }

I can't get it to work in my scene file, and can't find any help in the help
files.
Thank you,
Steve shelby


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From: Timothy R  Cook
Subject: Re: Media scattering question
Date: 4 Feb 2003 23:24:17
Message: <3e4091f1$1@news.povray.org>
#declare Haze = material{  // Haze
   texture{
     pigment{ color rgbt <1.0, 1.0, 1.0, 1.0> }
   }
   interior{
     ior 1.0003
     media{  // Atmospheric
       intervals 2
       confidence 0.0001
       variance 1.0/1.0
       ratio 0.5
       absorption rgb <0.005, 0.005, 0.005>
       emission rgb <0.001, 0.001, 0.001>
       scattering{
         5 ,  rgb <0.004, 0.004, 0.004> // henyey greenstein scattering
         eccentricity 0.0
       }
       density{ spherical scale  12.0 }
     }
   }
}

// having such a low confidence and intervals may seem counterintuitive,
// but it actually produces nicer results than higher values up to about
// 20...and renders a lot faster ^_^

--Tim Cook
http://home.bellsouth.net/p/PWP-empyrean

-----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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From: Steve Shelby
Subject: Re: Media scattering question
Date: 5 Feb 2003 09:16:23
Message: <3e411cb7$1@news.povray.org>
Tim,
Thank you. A sample is worth a thousand words. I wish they would show
samples in the help files, it would be so much easier to understand.
Steve

Timothy R. Cook <z993126bellsouth.net> wrote in message
news:3e4091f1$1@news.povray.org...
> #declare Haze = material{  // Haze
>    texture{
>      pigment{ color rgbt <1.0, 1.0, 1.0, 1.0> }
>    }
>    interior{
>      ior 1.0003
>      media{  // Atmospheric
>        intervals 2
>        confidence 0.0001
>        variance 1.0/1.0
>        ratio 0.5
>        absorption rgb <0.005, 0.005, 0.005>
>        emission rgb <0.001, 0.001, 0.001>
>        scattering{
>          5 ,  rgb <0.004, 0.004, 0.004> // henyey greenstein scattering
>          eccentricity 0.0
>        }
>        density{ spherical scale  12.0 }
>      }
>    }
> }
>
> // having such a low confidence and intervals may seem counterintuitive,
> // but it actually produces nicer results than higher values up to about
> // 20...and renders a lot faster ^_^
>
> --Tim Cook
> http://home.bellsouth.net/p/PWP-empyrean
>
> -----BEGIN GEEK CODE BLOCK-----
> Version: 3.12
> GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
> 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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