POV-Ray : Newsgroups : povray.general : Help with the flame of a torch (lighting) Server Time
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  Help with the flame of a torch (lighting) (Message 1 to 5 of 5)  
From: Skeety
Subject: Help with the flame of a torch (lighting)
Date: 12 Nov 2004 08:50:00
Message: <web.4194be61869912c14f8e18070@news.povray.org>
I've created a torch that looks really nice...only problem
is, I can't get the light radiating from it to look just
right.  Seems too solid, and evenly dispursed.  I need it
to look more scattered.

Has anyone already defined a decent light source for a fire,
or torch that they think is good, and would work?  I'd
appreciate any help!

(I'm using in an animation...so if you have an EFFICIENT
light source, that would be even better)


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From: Rafal 'Raf256' Maj
Subject: Re: Help with the flame of a torch (lighting)
Date: 12 Nov 2004 19:02:40
Message: <Xns95A0AFAE33EDraf256com@203.29.75.35>
nomail@nomail news:web.4194be61869912c14f8e18070@news.povray.org

> Has anyone already defined a decent light source for a fire,
> or torch that they think is good, and would work?  I'd
> appreciate any help!

Yeap, I'm working on some explosions/missiles/gun-fire right now.

One of tricks You mght find usefull:

sphere { 0 10 media { ambient ...   turbulence 0.1 } } - the fire

and now:

sphere { 0 10*2
  pigment { ... }   finish { ambient 0.3 }   	
  no_image no_reflection no_shadow
}

the second sphere, if rendered in MegaPov 1.1 - generates _only_ radiosity 
data. It could be used for example to better lighten a big room, there is a 
better chance for radiosity-ray to hit the "bounding" sphere and therefore 
to generate light, while with low count-quality some rays may not hit the 
smaller sphere and generate unwanted radiosity errors.


-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Skeety
Subject: Re: Help with the flame of a torch (lighting)
Date: 13 Nov 2004 12:20:00
Message: <web.41964236f9528e29138ba0d0@news.povray.org>
"Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote:
> nomail@nomail news:web.4194be61869912c14f8e18070@news.povray.org
>
> > Has anyone already defined a decent light source for a fire,
> > or torch that they think is good, and would work?  I'd
> > appreciate any help!
>
> Yeap, I'm working on some explosions/missiles/gun-fire right now.
>
> One of tricks You mght find usefull:
>
> sphere { 0 10 media { ambient ...   turbulence 0.1 } } - the fire
>
> and now:
>
> sphere { 0 10*2
>   pigment { ... }   finish { ambient 0.3 }
>   no_image no_reflection no_shadow
> }
>
> the second sphere, if rendered in MegaPov 1.1 - generates _only_ radiosity
> data. It could be used for example to better lighten a big room, there is a
> better chance for radiosity-ray to hit the "bounding" sphere and therefore
> to generate light, while with low count-quality some rays may not hit the
> smaller sphere and generate unwanted radiosity errors.
>
>
> --
> http://www.raf256.com/3d/
> Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
> Computer Graphics

that helps with the actual OBJECTS...but I'm trying to
find a good LIGHT source to define.  I'm using media, and
spheres to create a nice fire.  But the light source seems
fake.  I'm trying an area light...but that doesn't seem to
work right either.

I appreciate the tip on how to define the fire such that it
interacts with the light right....but what kind of actual
light source is best?  just a regular light?


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From: Rafal 'Raf256' Maj
Subject: Re: Help with the flame of a torch (lighting)
Date: 13 Nov 2004 13:45:11
Message: <Xns95A0C94D96BEAraf256com@203.29.75.35>
nomail@nomail news:web.41964236f9528e29138ba0d0@news.povray.org

> I appreciate the tip on how to define the fire such that it
> interacts with the light right....but what kind of actual
> light source is best?  just a regular light?

Best probably is to use only strong ambient object instread of 
lightsource... hm, but this will not produce specular/phong highlights 
(it's a pitty) so perhaps use in fact both...

I suggest area_light oriented/circular, and important - with fade_power 2  
(and with approtiate fade_distance to get good results).

Also You might want to use film_exposure future from MegaPov,
http://megapov.inetart.net/manual-1.1/megapov011.html#film_exposure

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Tom Galvin
Subject: Re: Help with the flame of a torch (lighting)
Date: 13 Nov 2004 18:15:46
Message: <419695a2$1@news.povray.org>
Skeety wrote:
> 
> Has anyone already defined a decent light source for a fire,
> or torch that they think is good, and would work?  I'd
> appreciate any help!
> 
> 

If these torches work for you...
http://www.irtc.org/ftp/pub/anims/2004-01-15/imp_001.mpg
10MB

...then get the source:
http://www.irtc.org/ftp/pub/anims/2004-01-15/imp_001.zip
804KB


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