POV-Ray : Newsgroups : povray.newusers : stumped Server Time
28 Nov 2024 05:44:27 EST (-0500)
  stumped (Message 1 to 3 of 3)  
From: Mick Hazelgrove
Subject: stumped
Date: 10 Nov 2001 09:49:05
Message: <3bed3e61@news.povray.org>
How can I make the beam of light solid - code follows

light_source {
  <-0, 5, 0>
  color rgb <1,1,1>*30
  spotlight
  cylinder
  point_at <0, -10, 0>
  radius .5                // hotspot (inner, in degrees)
  tightness 10            // tightness of falloff (1...100) lower is softer,
higher is tighter
  falloff 3               // intensity falloff radius (outer, in degrees)
   media_interaction on
}
cylinder{y*-10,y*10,1//was2
  pigment {color rgbt 1}
 interior{
  media{
  scattering{1,1 extinction .125}
      method 3
      samples 20,100
      intervals 10
      }
  }
   hollow
}

Mick


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From: Steve
Subject: Re: stumped
Date: 10 Nov 2001 10:04:24
Message: <slrn9uqgfg.unq.steve@zero-pps.localdomain>
On Sat, 10 Nov 2001 14:50:51 -0000, Mick Hazelgrove wrote:
>How can I make the beam of light solid - code follows

>   hollow

Don't make it hollow to start with. something like
colour rgb 1 transmit 0.75, make it a bit ambient and
you can do away with the media. 

--
Cheers
Steve              email mailto:ste### [at] zeroppsuklinuxnet

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.zeropps.uklinux.net/

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From: JRG
Subject: Re: stumped
Date: 10 Nov 2001 10:05:32
Message: <3bed423c@news.povray.org>
Scattering much depends on the surrounding environment, the code you posted
here looks solid in all my tests.
BTW if you use a cylinder bigger than the light beam (with non-zero
extinction) you will see the bigger cylinder absorbing part of the
background.

--
Jonathan.

"Mick Hazelgrove" <mic### [at] mhazelgrovefsnetcouk> ha scritto nel messaggio
news:3bed3e61@news.povray.org...
> How can I make the beam of light solid - code follows
>
> light_source {
>   <-0, 5, 0>
>   color rgb <1,1,1>*30
>   spotlight
>   cylinder
>   point_at <0, -10, 0>
>   radius .5                // hotspot (inner, in degrees)
>   tightness 10            // tightness of falloff (1...100) lower is
softer,
> higher is tighter
>   falloff 3               // intensity falloff radius (outer, in degrees)
>    media_interaction on
> }
> cylinder{y*-10,y*10,1//was2
>   pigment {color rgbt 1}
>  interior{
>   media{
>   scattering{1,1 extinction .125}
>       method 3
>       samples 20,100
>       intervals 10
>       }
>   }
>    hollow
> }
>
> Mick
>
>


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