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Quick question - 1 have 3 spheres with media SA,SB,SC and 3 light sources
LA LB LC
sphere { 0 1 interior { miedia { scattering { ... } } } // SA
sphere { .. .. interior { miedia { scattering { ... } } } // SB
sphere { .. .. interior { miedia { scattering { ... } } } // SB
light_source { .. .. media_interaction on media_attenaution on } // LA
light_source { .. .. media_interaction on media_attenaution on } // LB
light_source { .. .. media_interaction on media_attenaution on } // LC
// global lights, not effecting media nor by media:
light_source { .. .. media_interaction off media_attenaution off }
light_source { .. .. media_interaction off media_attenaution off }
how can I make so that media in SA will scatter ONLY light from LA,
SB from LB and SC from LC ?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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spa### [at] raf256com news:Xns### [at] 204213191226
> how can I make so that media in SA will scatter ONLY light from LA,
> SB from LB and SC from LC ?
light_group {
sphere { }
light_source { }
}
it was so easy :) I realy did need RTFM
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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spa### [at] raf256com news:Xns### [at] 204213191226
But I still got problem with that animation (in with i'm using media).
It looks like a bug.
I want to create "artist image" of atom with gamma radiation, gamma quants
are visualized as small sparly "stars".
Sparky is made of an sphere with scattering media with light source in
center of it. Light source is sorrounded with small sphere made of solid
material, with holes - that creates nice rays.
Everything is ok, until I put several sparkys close to each other, then
sometimes it looks like one scattering-sphere is clipped by scattering-
sphere of another sparky. With looks like a bug, since each 2 spheres
(scattering media sphere + blocking sphere with holes) plus 1 light source
are in indiwidual light groups.
light_group {
sphere { scattering media ... }
sphere { solid, with holes in it }
light_source { }
}
light_group {
sphere { scattering media ... }
sphere { solid, with holes in it }
light_source { }
}
any suggestions? I will poste in .b.i some examples soon
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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When I observed a strange behaviour about scattering media and light groups,
scattering media at all.
--
merge{#local i=-11;#while(i<11)#local
i=i+.1;sphere{<i*(i*i*(.05-i*i*(4e-7*i*i+3e-4))-3)10*sin(i)30>.5}#end
pigment{rgbt 1}interior{media{emission x}}hollow}// Mark Weyer
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wey### [at] informatikuni-freiburgde
news:3FC### [at] informatikuni-freiburgde
> When I observed a strange behaviour about scattering media and light
> used with scattering media at all.
Is this likely to be improved in next version of POV? Looks very usable
especialy for increasing performance.
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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> Is this likely to be improved in next version of POV? Looks very usable
> especialy for increasing performance.
I do not speak for the POV group, nor for the TAG. As far as I understand
the next version will be a bugfix version only, and sadly this behaviour
of light groups is not considered a bug. I would appreciate light groups
allowing scattering media myself.
--
merge{#local i=-11;#while(i<11)#local
i=i+.1;sphere{<i*(i*i*(.05-i*i*(4e-7*i*i+3e-4))-3)10*sin(i)30>.5}#end
pigment{rgbt 1}interior{media{emission x}}hollow}// Mark Weyer
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