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From: Yann Ramin
Subject: Light inside diff, atmospheric scatter, no scatter?
Date: 23 Feb 2003 05:03:19
Message: <3e589c67@news.povray.org>
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I placed a light inside a subtracted series of spheres (the sphere no longer
has an inside, and has slits cut in it - light can exit the sphere). I'm
expecting there to be scattered light when leaving the sphere, yet I am
seeing none. No media seems to work while the light is inside the sphere.
Media will work once the light leaves the sphere. Is there any way around
this problem?
(please also reply to e-mail, thank you)
Yann
#declare SphereCutout = difference {
sphere { <0,0,0>,1 }
box { <-.1,-2,-2>,
<.1, 2, 2>
}
}
#declare SphereCutout2 = difference {
object { SphereCutout }
box { <-.1,-2,-2>,
<.1, 2, 2>
rotate z*90
}
}
#declare SphereShell = difference {
object { SphereCutout2 }
sphere { <0,0,0>,0.95 }
}
object { SphereShell }
media {
scattering {1, 0.3 }
samples 10
method 3
}
light_source {
<0,0,0>
color rgb 1
media_interaction on
media_attenuation on
}
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From: Micha Riser
Subject: Re: Light inside diff, atmospheric scatter, no scatter?
Date: 23 Feb 2003 06:46:08
Message: <3e58b480@news.povray.org>
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POV global media does not work if the rays go into infinity. You either have
to use a media container or put a object into the scene where all rays hit,
like e.g.
sphere{0,100 hollow}
>
>
> #declare SphereCutout = difference {
> sphere { <0,0,0>,1 }
> box { <-.1,-2,-2>,
<snip>
You can construct this CSG object more compactly:
#declare SphereShell = intersection{
sphere { <0,0,0>,1 }
box { <-.1,-2,-2>,<.1, 2, 2> inverse}
box { <-.1,-2,-2>,<.1, 2, 2> rotate z*90 inverse}
sphere { <0,0,0>,0.95 inverse}
}
Also 10 samples won't be enough to get a nice picture in this case.
- Micha
--
POV-Ray Objects Collection: http://objects.povworld.org
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From: hughes, b
Subject: Re: Light inside diff, atmospheric scatter, no scatter?
Date: 23 Feb 2003 07:15:14
Message: <3e58bb52@news.povray.org>
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"Micha Riser" <mri### [at] gmxnet> wrote in message
news:3e58b480@news.povray.org...
>
> POV global media does not work if the rays go into infinity. You either
have
> to use a media container or put a object into the scene where all rays
hit,
> like e.g.
> sphere{0,100 hollow}
And like Micha has said, the samples really matter too. I was checking on
this also and then added Micha's condensed version of that object.
#declare SphereShell = intersection{
sphere { <0,0,0>,1 }
box { <-.1,-2,-2>,<.1, 2, 2> rotate z*90 inverse}
box { <-.1,-2,-2>,<.1, 2, 2> inverse}
sphere { <0,0,0>,0.95 inverse}
pigment {rgb 0}
}
SphereShell
// container to prevent infinite media dropout
sphere {0,20
pigment {rgbt 1}
interior {
media {
intervals 1
samples 150, 300 // too low is fragmented
method 3
scattering {1, 0.3 extinction 0.1}
}
}
hollow
}
light_source {
<0,0,0>,
color rgb 10 // I know, it's very bright to help media show up
media_interaction on
media_attenuation on
fade_distance 1 // the reason for the bright light, fading used here
fade_power 2
}
camera {location <10,10,-10> angle 30 look_at 0}
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From: Yann Ramin
Subject: Re: Light inside diff, atmospheric scatter, no scatter?
Date: 23 Feb 2003 20:46:29
Message: <3e597974@news.povray.org>
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Thanks for all the help! I got the image to work, although I thought your
light setting of 10 was very bright...
I posted the image in the binaries group if you're interested.
hughes, b. wrote:
> "Micha Riser" <mri### [at] gmxnet> wrote in message
> news:3e58b480@news.povray.org...
>>
>> POV global media does not work if the rays go into infinity. You either
> have
>> to use a media container or put a object into the scene where all rays
> hit,
>> like e.g.
>> sphere{0,100 hollow}
>
> And like Micha has said, the samples really matter too. I was checking on
> this also and then added Micha's condensed version of that object.
>
> #declare SphereShell = intersection{
> sphere { <0,0,0>,1 }
> box { <-.1,-2,-2>,<.1, 2, 2> rotate z*90 inverse}
> box { <-.1,-2,-2>,<.1, 2, 2> inverse}
> sphere { <0,0,0>,0.95 inverse}
> pigment {rgb 0}
> }
>
> SphereShell
>
> // container to prevent infinite media dropout
> sphere {0,20
> pigment {rgbt 1}
> interior {
> media {
> intervals 1
> samples 150, 300 // too low is fragmented
> method 3
> scattering {1, 0.3 extinction 0.1}
> }
> }
> hollow
> }
>
> light_source {
> <0,0,0>,
> color rgb 10 // I know, it's very bright to help media show up
> media_interaction on
> media_attenuation on
> fade_distance 1 // the reason for the bright light, fading used
> here fade_power 2
> }
>
> camera {location <10,10,-10> angle 30 look_at 0}
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