|
![](/i/fill.gif) |
A minimal (yet complete) scene would help a lot with the answer...
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
Post a reply to this message
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
Tom Melly wrote:
>"Penners" <pen### [at] hotmail com> wrote in message
>news:web.3f0df7e8c31dadada64e85440[at]news.povray.org...
>> Hi,
>> I am new to POVray and I am trying to render a scene with smoke by reading
>> in a density file for the media. I try to shoot photons at the smoke,
>> however none get stored. I am wondering if it is because of my set up of
>> the scene or if it is because media photons don't work with a density file.
>> Anyone run into this problem or know the answer?
>> Thanks.
>
>Hard to say without code - try replacing the density file with a straightforward
>density and see if the photons show up. Alternatively, post the code and I'm
>sure someone will take a look at it.
>
Hi,
So I took your advice and replaced the density file with a sphere media
container. Still no media photons are saved, so I guess it is a problem
with my scene!! Here is the script with the sphere media container.
#include "colors.inc"
#include "textures.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 5
photons {
spacing 0.1 // higher value 'lower' quality, faster parsing.
autostop 0
jitter 0.5
max_trace_level 15
media 50
}
}
background { color Black }
camera {
location <0.0, 2.5, -9.0>
look_at <0.0, 0.5, 0.0>
}
light_source {
<75.0, 100, -20.0>
rgb <1, 1, 1>
spotlight
radius 10
falloff 1.1
tightness 1
point_at <0.0, 0.5, 0.0>
media_interaction on // So media casts shadows.
media_attenuation off
photons {
reflection on
}
}
union { //plane & background
difference {
box {<-20,-1,0>,<20,13,13>}
cylinder{<-21,13,0>,<21,13,0>,13}
}
plane {y, 0}
translate <0,-1.9999,7>
pigment {rgb .5}
finish {diffuse .5 ambient 0}
photons {
target
reflection on
collect on
}
}
cylinder {
-y*2,y*1,
1.0 // Radius
open // Remove end caps
texture {
pigment { brick Gray75, Red scale .25 }
}
photons {
collect on
reflection on
}
}
sphere {0,2 // media container
pigment {rgbf <1.0,0.0,0.0,1.0>}
interior {
media { method 2 // hasten the render more
scattering { 1,.5 extinction 0.25}
} }
hollow
translate <2.0,2,1>
}
Any suggestions would be GREATLY appreciated!
Post a reply to this message
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
You don't really need photon statements for objects not actually using
reflection or refraction (or media), except to control with collect off
(default is on, or photons affect all objects).
I think what you're saying about photons not being stored is due to there
not being any reflection of refraction for the media-filled sphere. In other
words, the sphere itself hasn't any reflective finish nor ior.
However, having tried your script, if 'refraction on' is added to the
sphere's photon statement they are stored and a caustic is seen. Although
then it's unrealistic. Not sure what you were wanting to have the media do,
besides make shadows and illuminate in the light. It already does that
without photons. So maybe you could explain the desired effect?
Bob H.
Post a reply to this message
|
![](/i/fill.gif) |