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James wrote:
> I am trying to model a spaceship. I am wanting to put red and gree running
> lights on it, but I am totally stumped as to how to make glowing light bulb
> type objects that look realistic. Any help would be appreciated.
Here's what I did in my heating element scene. This may give you a good
start at creating a glowing object. This scene will not replicate the
heating element, but should give you a nice glowing object:
global_settings
{
// These are final radiosity settings,
radiosity
{
pretrace_end 0.01 // Testing 0.05
count 350 // Testing 100
low_error_factor 0.3
nearest_count 10 // Testing 5-8
minimum_reuse 0.001 // Comment out for Testing
media on // This is needed if emitting media is to have
// an effect on surrounding objects
}
}
// Because Ambient objects emit light with radiosity, set all finishes
to ambient 0 by default
default { finish { ambient 0 }}
plane { y,-1 pigment { color rgb 1 } }
// This cylinder contains the glowing pattern
cylinder { <10, 0, 0>, <0, 0, 0>, 1 pigment { color rgbt 1.0 }
hollow
interior
{
media
{
// Important part: Emitting media. Notice the scalar
// multiply. Adjust to suit tastes/requirements
emission rgb <1.0, 0.7, 0.2>*1
// This is the pattern I am using for density.
// You may want to try something like spherical with
// rgb values running from 0 to 1.
density
{
gradient x
sine_wave
density_map
{
[0 rgb <1,0.3,0>] // In this case, I wanted it
[1 rgb 1] // to go to orange
}
scale 10
translate x*3
}
}
}
rotate y*35
translate z*20+y*.9
}
camera {
location <0, 10, 0>
look_at <0, 0, 20>
}
light_source { <-5, 10, 20> color rgb 1
area_light x*10,y*10,20,20
circular
orient
adaptive 1
}
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Josh <som### [at] microsoftcom> wrote:
> A simple answer might be to make the bulb "hollow" set the texture to use
> rgbf and stick a light source in it.
Might be, but isn't.
Firstly, 'hollow' has nothing to do with lighting or anything else.
'hollow' is 100% related to media and fog. When no media nor fog is
involved, 'hollow' has absolutely no effect whatsoever on how the objects
are rendered.
(Sure, it's a completely misleading term, but it's too late to change it
to something more descriptive...)
Secondly, making the object semitransparent and putting a light source
inside can give some lighting effect, but usually not what he wanted.
Most probably what he wants is not to put a light source inside the
object but define a high ambient (1 or bigger) for the object.
If he wants the object to cast light to its surroundings then he can
put a fading light source inside and make the object shadowless.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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