POV-Ray : Newsgroups : povray.general : Smoke Server Time
5 Nov 2024 11:18:08 EST (-0500)
  Smoke (Message 1 to 8 of 8)  
From: SYLVAIN LESEUR
Subject: Smoke
Date: 12 Apr 2003 13:49:10
Message: <3e985196@news.povray.org>
Hello.
Create smoke or flamme  is not easy and to much hard for
a thing so simple. But it's easy to create a disc with
a texture like smoke or flamme
The trouble is: the disc must be in front of the camera.
How can i do that?
A macros ? A .inc ? A code who do that.
Who say to the disc. Hello disc, you must rotate! The
camera translating.
Friendly.
Sylvain.


Post a reply to this message

From: Simon Adameit
Subject: Re: Smoke
Date: 12 Apr 2003 13:55:37
Message: <3e985319@news.povray.org>
SYLVAIN LESEUR wrote:
> Hello.
> Create smoke or flamme  is not easy and to much hard for
> a thing so simple. But it's easy to create a disc with
> a texture like smoke or flamme
> The trouble is: the disc must be in front of the camera.
> How can i do that?
> A macros ? A .inc ? A code who do that.
> Who say to the disc. Hello disc, you must rotate! The
> camera translating.
> Friendly.
> Sylvain.
> 
> 

Use the camera position as the disc normal.


Post a reply to this message

From: Tim Nikias v2 0
Subject: Re: Smoke
Date: 12 Apr 2003 15:39:55
Message: <3e986b8b@news.povray.org>
Make that disc-position - camera-position, then you
get the normal pointing from the disc-position towards
the camera.
Additionally, put a "hollow" in the disc, in order not
to screw up medias you might have placed.

Use either the spherical pattern for your disc, and
place the texture at the position of the disc, like:
disc{Some_Position,y,1 pigment{spherical translate Some_Position}}

or texture the disc and translate it all to the desired
location:

disc{0,y,1 pigment{Any_Pigment} translate Some_Position}

Remember that y is in this case just a placeholder for
the above mentioned formula.

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde

> SYLVAIN LESEUR wrote:
> > Hello.
> > Create smoke or flamme  is not easy and to much hard for
> > a thing so simple. But it's easy to create a disc with
> > a texture like smoke or flamme
> > The trouble is: the disc must be in front of the camera.
> > How can i do that?
> > A macros ? A .inc ? A code who do that.
> > Who say to the disc. Hello disc, you must rotate! The
> > camera translating.
> > Friendly.
> > Sylvain.
> >
> >
>
> Use the camera position as the disc normal.
>


Post a reply to this message

From: Gilles Tran
Subject: Re: Smoke
Date: 12 Apr 2003 17:44:42
Message: <3e9888ca@news.povray.org>

3e985196@news.povray.org...
> The trouble is: the disc must be in front of the camera.
> How can i do that?
> A macros ? A .inc ? A code who do that.

#include "transforms.inc"
and use one of the reorient macros (Reorient_Trans or Point_At_Trans) to
orient the disc according to the position-to-camera vector.

G.


--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters


Post a reply to this message

From: Christopher James Huff
Subject: Re: Smoke
Date: 12 Apr 2003 20:05:14
Message: <cjameshuff-52FBFD.20051412042003@netplex.aussie.org>
In article <3e986b8b@news.povray.org>,
 "Tim Nikias v2.0" <tim### [at] gmxde> wrote:

> Make that disc-position - camera-position, then you
> get the normal pointing from the disc-position towards
> the camera.

Camera position - disc position, actually. Though the only situation I 
can think of where this makes a difference is when you give the disc 
media, which is pretty useless, or if you specify inside_texture for 
some reason.


> Additionally, put a "hollow" in the disc, in order not
> to screw up medias you might have placed.

Yes, I forgot to mention this in my message.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


Post a reply to this message

From: Christopher James Huff
Subject: Re: Smoke
Date: 13 Apr 2003 00:02:00
Message: <cjameshuff-05F3EC.00015813042003@netplex.aussie.org>
In article <3e9888ca@news.povray.org>,
 "Gilles Tran" <git### [at] wanadoofr> wrote:

> #include "transforms.inc"
> and use one of the reorient macros (Reorient_Trans or Point_At_Trans) to
> orient the disc according to the position-to-camera vector.

Since you can specify the orientation of the disc by its normal vector, 
this is rarely needed.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


Post a reply to this message

From: Rune
Subject: Re: Smoke
Date: 13 Apr 2003 04:14:04
Message: <3e991c4c@news.povray.org>
Christopher James Huff wrote:
>  "Gilles Tran" wrote:
>> #include "transforms.inc"
>> and use one of the reorient macros (Reorient_Trans
>> or Point_At_Trans) to orient the disc according to
>> the position-to-camera vector.
>
> Since you can specify the orientation of the disc
> by its normal vector, this is rarely needed.

We are talking about a disc with a specific texture. If this texture is
for example optimized to look good at the x-y plane, then the reorient
macros are needed.

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated Oct 19)
POV-Ray Ring: http://webring.povray.co.uk


Post a reply to this message

From: SYLVAIN LESEUR
Subject: Re: Smoke
Date: 13 Apr 2003 11:16:10
Message: <3e997f3a$1@news.povray.org>
Thanks a lot .
To create several easy things like forest, smoke, bush, glow etc
It' a long long long and difficult way.
I think it's a pity. Is there convenient  way to simulate that ?
Again thanks a lot
Friendly
Sylvain
Ps Attn Gilles TRAN
J'ai vu votre site .. C'est impressionnant. Il y a beaucoup de choses


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.