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From:
Subject: How do I get an overhead spotlight to illuminate a dusty room (visible beam)?
Date: 27 Jul 1998 20:37:29
Message: <35BD0F81.40332013@shaw.wave.ca>
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ok, what i want is to have a ball bouncing (no problem) while being
illuminated mostly by an overhead spotlight (no problem) in a dusty room
(ie the spotlight beam is visible - PROBLEM). i'm not really sure how
to do this, but maybe someone can help me? =) here's the code i have so
far (rather, most of it... the pertinent part). i'm pretty sure the
"media" part is wrong, but i have no clue what to change it to.
thanx for any assistance
media {
scattering { 1, rgb 0.001 }
}
camera {
location <-15, 10, -40>
angle 30
look_at <0, 2, 0>
}
light_source {
<0, 25, 0>
colour rgb 1.25
spotlight
radius 10
falloff 15
// tightness 1
point_at <0, 0, 0>
area_light
<0, 5, 0>, <0, 0, 5>, 5, 5
jitter
media_attenuation on
media_interaction off
}
light_source {
<-15, 10, -40>
colour rgb 0.25
shadowless
media_interaction off
}
sphere {
<0, 5, 0>, 2
texture {
BallTexture
}
}
plane {
<0, 1, 0>, -Rad
texture {
PlaneTexture
}
}
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From: Andrew Brannan
Subject: Re: How do I get an overhead spotlight to illuminate a dusty room (visible beam)?
Date: 28 Jul 1998 14:48:48
Message: <35BE0F0D.7FC0@email.uc.edu>
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Have you tried using a dust halo?
I just recently downloaded POV-RAY, and was working my way through the
tutorial in the Documentation, and there's a section on using halos to
achieve effects like the one you describe. I want to say it's like
section 4.9 or so in the documentation (I don't have the documentation
on me or a copy of POV-RAY handy or I'd actually write code to help you
out) I haven't read anything about media yet, so I don't know why the
code you have doesn't work.
Hope this helps point you in the right direction!
>
> ok, what i want is to have a ball bouncing (no problem) while being
> illuminated mostly by an overhead spotlight (no problem) in a dusty room
>
> (ie the spotlight beam is visible - PROBLEM). i'm not really sure how
> to do this, but maybe someone can help me? =) here's the code i have so
>
> far (rather, most of it... the pertinent part). i'm pretty sure the
> "media" part is wrong, but i have no clue what to change it to.
>
> thanx for any assistance
>
> media {
> scattering { 1, rgb 0.001 }
> }
>
> camera {
> location <-15, 10, -40>
> angle 30
> look_at <0, 2, 0>
> }
>
> light_source {
> <0, 25, 0>
> colour rgb 1.25
> spotlight
> radius 10
> falloff 15
> // tightness 1
> point_at <0, 0, 0>
> area_light
> <0, 5, 0>, <0, 0, 5>, 5, 5
> jitter
> media_attenuation on
> media_interaction off
> }
>
> light_source {
> <-15, 10, -40>
> colour rgb 0.25
> shadowless
> media_interaction off
> }
>
> sphere {
> <0, 5, 0>, 2
> texture {
> BallTexture
> }
> }
>
> plane {
> <0, 1, 0>, -Rad
> texture {
> PlaneTexture
> }
> }
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From:
Subject: Re: How do I get an overhead spotlight to illuminate a dusty room (visible beam)?
Date: 28 Jul 1998 15:00:31
Message: <35BE11BC.375B9561@shaw.wave.ca>
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> Have you tried using a dust halo?
if i'm not mistaken, halos were nuked with the release of 3.1, no?
isn't everything now supposed to be controlled with the "media" keyword?
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From: Andrew Brannan
Subject: Re: How do I get an overhead spotlight to illuminate a dusty room (visible beam)?
Date: 28 Jul 1998 16:30:10
Message: <35BE26CF.5680@email.uc.edu>
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>
> > Have you tried using a dust halo?
>
> if i'm not mistaken, halos were nuked with the release of 3.1, no?
> isn't everything now supposed to be controlled with the "media" keyword?
Right you are.... I've been working with v3.02, not v3.1.
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From: Josh English
Subject: Re: How do I get an overhead spotlight to illuminate a dusty room (visible beam)?
Date: 30 Jul 1998 12:31:55
Message: <35C0A037.A036D9FC@spiritone.com>
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You may want to try a fog statement with turbulence. That might work.
Otherwise I might increase the color fooorrr tthe Media statement. right
now you have it set to a very dark gray, almost near black. You might also
try an emission type of media
Josh English
eng### [at] spiritone com
www.spiritone.com/~english
> ok, what i want is to have a ball bouncing (no problem) while being
> illuminated mostly by an overhead spotlight (no problem) in a dusty room
>
> (ie the spotlight beam is visible - PROBLEM). i'm not really sure how
> to do this, but maybe someone can help me? =) here's the code i have so
>
> far (rather, most of it... the pertinent part). i'm pretty sure the
> "media" part is wrong, but i have no clue what to change it to.
>
> thanx for any assistance
>
> media {
> scattering { 1, rgb 0.001 }
> }
>
> camera {
> location <-15, 10, -40>
> angle 30
> look_at <0, 2, 0>
> }
>
> light_source {
> <0, 25, 0>
> colour rgb 1.25
> spotlight
> radius 10
> falloff 15
> // tightness 1
> point_at <0, 0, 0>
> area_light
> <0, 5, 0>, <0, 0, 5>, 5, 5
> jitter
> media_attenuation on
> media_interaction off
> }
>
> light_source {
> <-15, 10, -40>
> colour rgb 0.25
> shadowless
> media_interaction off
> }
>
> sphere {
> <0, 5, 0>, 2
> texture {
> BallTexture
> }
> }
>
> plane {
> <0, 1, 0>, -Rad
> texture {
> PlaneTexture
> }
> }
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