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From: John VanSickle
Subject: Basic Clouds, Smoke, Fire and Explosions Tutorial
Date: 6 Dec 2006 23:21:46
Message: <457796da$1@news.povray.org>
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Warp's contribution reminded me to get this on-line.
http://www.geocities.com/evilsnack/tut01.htm
Regards,
John
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From: Thomas de Groot
Subject: Re: Basic Clouds, Smoke, Fire and Explosions Tutorial
Date: 7 Dec 2006 03:38:45
Message: <4577d315$1@news.povray.org>
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"John VanSickle" <evi### [at] hotmailcom> schreef in bericht
news:457796da$1@news.povray.org...
> Warp's contribution reminded me to get this on-line.
>
> http://www.geocities.com/evilsnack/tut01.htm
>
Thanks John!! Very useful indeed! Those are the little things that make
POV-life so enjoyable :-)
Thomas
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John VanSickle <evi### [at] hotmailcom> wrote:
> Warp's contribution reminded me to get this on-line.
>
> http://www.geocities.com/evilsnack/tut01.htm
>
> Regards,
> John
it properly when time permits. It deserves the time.
Stephen
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Very good! Specially the smoke and explosion! :)
But, John, i don't think that fire is much realistic. You can get a much
better result by making the absorption media colors in the density map the
inverse of what they are in the emission block. That way, the absorption
media will absorb the inverted color and let go the same color as in the
emission block.
You may try the modification i did:
#macro denFireBall( is_emitting )
density{
spherical
turbulence .3 lambda 3
#macro fac( colr )
#if (is_emitting)
(colr)
#else
(1-colr)
#end
#end
density_map {
[.01 rgb 0]
[.01 rgb fac(<1,0,0>)]
[1/4 rgb fac(<1,.5,0>)]
[2/4 rgb fac(<1,1,0>)]
[3/4 rgb fac(<1,1,1>)]
}
}
#end
sphere { 0,2 hollow no_shadow
texture { pigment { rgbt 1 } }
interior {
media { emission 2
//density { denFireBall }
denFireBall( yes )
}
media { absorption 2
//density { denFireBall }
denFireBall( no )
}
}
}
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From: Warp
Subject: Re: Basic Clouds, Smoke, Fire and Explosions Tutorial
Date: 7 Dec 2006 05:54:51
Message: <4577f2fb@news.povray.org>
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John VanSickle <evi### [at] hotmailcom> wrote:
> http://www.geocities.com/evilsnack/tut01.htm
What I would like to see added to that tutorial: Flames and smoke
raising up (from a burning source, as it usually happens in real life),
perhaps taking into account winds and air turbulence and such.
And btw, if the fire looks bad against blue background, why don't use
a background which will make it look good?-)
--
- Warp
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From: John VanSickle
Subject: Re: Basic Clouds, Smoke, Fire and Explosions Tutorial
Date: 7 Dec 2006 16:39:35
Message: <45788a17$1@news.povray.org>
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Warp wrote:
> John VanSickle <evi### [at] hotmailcom> wrote:
>
>>http://www.geocities.com/evilsnack/tut01.htm
>
>
> What I would like to see added to that tutorial: Flames and smoke
> raising up (from a burning source, as it usually happens in real life),
> perhaps taking into account winds and air turbulence and such.
>
> And btw, if the fire looks bad against blue background, why don't use
> a background which will make it look good?-)
I was lazy and used the same background for each one :-)
Regards,
John
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From the tutorial: "Glowing gases cast shadows"
Now you've done it. Now I'm going to have to go play with a flashlight and
a candle!
Charles
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From: John VanSickle
Subject: Re: Basic Clouds, Smoke, Fire and Explosions Tutorial
Date: 8 Dec 2006 19:49:32
Message: <457a081c@news.povray.org>
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Charles C wrote:
> From the tutorial: "Glowing gases cast shadows"
>
> Now you've done it. Now I'm going to have to go play with a flashlight and
> a candle!
It's one of the ways that astronomers use to identify the chemical
make-up of the cooler outerlayers of the sun.
Most of the time the shadows that are cast by glowing gases go unnoticed
because the glowing is the brightest (and often only) light source.
Regards,
John
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From: John VanSickle
Subject: Re: Basic Clouds, Smoke, Fire and Explosions Tutorial
Date: 11 Dec 2006 18:22:58
Message: <457de852@news.povray.org>
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Warp wrote:
> John VanSickle <evi### [at] hotmailcom> wrote:
>
>>http://www.geocities.com/evilsnack/tut01.htm
>
>
> What I would like to see added to that tutorial: Flames and smoke
> raising up (from a burning source, as it usually happens in real life),
> perhaps taking into account winds and air turbulence and such.
That would be in the *advanced* tutorial :-)
Regards,
John
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