|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3af132c1@news.povray.org...
Oh, Outlook....
Make_Bolt(500, 11211, 0.03, 6, 0.3, 0.05, 0.5, 0.2) // normal
Make_Bolt(500, 11211, 0.03, 6, 0.0003, 0.05, 0.5, 0.2) // small LSpread -
nice
Make_Bolt(500, 11211, 0.03, 6, 0.3, 0.05, 0.5, 0.0002) // small LSpike
Make_Bolt(500, 11211, 0.03, 6, 0.0003, 0.05, 0.5, 0.0002) // small LSpread &
LSpike
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <3af1203a$1@news.povray.org>, "Tom Melly"
<tom### [at] tomandlucouk> wrote:
> Hmm, well I ran this with mp (obviously), but I can't get the
> lightening to light up the scene, which would seem to indicate that
> emitting media doesn't contribute to radiosity. Am I missing
> something?
Yeah, you are. From the MegaPOV documentation, section 10.2.7,
"Miscellaneous changes & bug fixes":
"Radiosity estimation can be affected by media. To enable this feature,
add media on to the radiosity {} block within global_settings {}."
Sorry I wasn't more specific in my previous post...
PS: "lightning", not "lightening". The same error was made in the
include files...
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Thanks, I'll see what I can do.
BTW a workaround for the file://problem is to /* use these */ instead
Nekar
"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3af1333c@news.povray.org...
> "Tom Melly" <tom### [at] tomandlucouk> wrote in message
> news:3af132c1@news.povray.org...
>
> Oh, Outlook....
>
> Make_Bolt(500, 11211, 0.03, 6, 0.3, 0.05, 0.5, 0.2) // normal
> Make_Bolt(500, 11211, 0.03, 6, 0.0003, 0.05, 0.5, 0.2) // small LSpread -
> nice
> Make_Bolt(500, 11211, 0.03, 6, 0.3, 0.05, 0.5, 0.0002) // small LSpike
> Make_Bolt(500, 11211, 0.03, 6, 0.0003, 0.05, 0.5, 0.0002) // small LSpread
&
> LSpike
>
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-264ADB.05301703052001@news.povray.org...
> In article <3af1203a$1@news.povray.org>, "Tom Melly"
> <tom### [at] tomandlucouk> wrote:
>
>
> Yeah, you are. From the MegaPOV documentation, section 10.2.7,
> "Miscellaneous changes & bug fixes":
>
> "Radiosity estimation can be affected by media. To enable this feature,
> add media on to the radiosity {} block within global_settings {}."
Aha! Many thanks.
>
> Sorry I wasn't more specific in my previous post...
You are forgiven ;)
> PS: "lightning", not "lightening". The same error was made in the
> include files...
I know, I know.... I've corrected several, but missed more. It's a word that
I habitually mispell. My mind knows how it is spelt, but my fingers
disagree...
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
What I actually meant is it should have straight branches like the tree in
Robert J Becrafts IRTC fortress entry.(posted 2001/04/28 21:56 PM in
p.b.i.). The number of cylinders in the whole lightning bolt should be the
same as the number of branches(stem included). So it would look like a
'stick drawing'.
Like this:
\
/\_
/I I I\
Each symbol represents 1 cylinder.
As I have exact control over where to put my lightning bolt I can then just
replace each cylinder with one of my lightning bolts.
I hope this explains it better.
Thanks
Nekar
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Nekar Xenos" <j-p### [at] citywalkcoza> wrote in message
news:3af141f5@news.povray.org...
<snip>
Ah! Now I understand. Hmm, my first thought was that this was impossible
with the way my macro works, but I have a cunning plan....
Get back to you later...
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hey, it worked! (image in binary.images - no lights, just emitting media)
"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-264ADB.05301703052001@news.povray.org...
>
> Yeah, you are. From the MegaPOV documentation, section 10.2.7,
> "Miscellaneous changes & bug fixes":
>
> "Radiosity estimation can be affected by media. To enable this feature,
> add media on to the radiosity {} block within global_settings {}."
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Tom Melly wrote in message <3af14d7a$1@news.povray.org>...
>
>Get back to you later...
>
Try this - you only get an object stretching between junctions, you can also
use any object as your key shape.
// use any object as your building block (needs to take 2 co-ords)
#macro Cylinder_Object(CStart, CEnd, CWidth)
cylinder{CStart, CEnd, CWidth}
#end
#macro Box_Object(BCorner1, BCorner2)
box{BCorner1, BCorner2}
#end
//plane{y, 0 pigment{checker Gray, Green}}
#macro Make_Bolt(LArraySize, LSeed, LWidth, LHeight, LSpread, LBranch,
LCutoff)
#declare myArray = array[LArraySize]
#declare checkCount = -1;
#declare highCount = 0;
#declare arrayCount = 0;
#declare myArray[arrayCount] = <0,0,0>;
#declare myRand = seed(LSeed);
#declare Lightning_Bolt =
merge{
#while (checkCount < highCount)
#declare checkCount = checkCount + 1;
#declare segPosA = myArray[arrayCount];
#declare segPosB = segPosA;
#declare arrayCount = arrayCount + 1;
#declare xPlus = (rand(myRand)-0.5)*LSpread;
#declare zPlus = (rand(myRand)-0.5)*LSpread;
#declare no_base = true;
#while(segPosB.y < LHeight)
#declare xShift = segPosB.x + xPlus;
#declare yShift = segPosB.y + (rand(myRand)/5);
#declare zShift = segPosB.z + zPlus;
#if (yShift > LHeight)
#declare yShift = LHeight;
#end
#declare segPosB = <xShift, yShift, zShift>;
#declare randNum = rand(myRand);
#if (randNum < LBranch & segPosB.y > LCutoff) // we only need a new
cylinder here
Cylinder_Object(segPosA, segPosB, LWidth)
// Box_Object(segPosA, segPosB)
#declare no_base = false;
#declare segPosA = segPosB;
#declare highCount = highCount + 1;
#declare myArray[highCount] = segPosA;
#end
#end
#if(no_base & segPosB.y < LHeight)
Cylinder_Object(segPosA, segPosB, LWidth)
// Box_Object(segPosA, segPosB)
#end
#declare LWidth = (LWidth*0.9);
#end
}
#end
//#macro Make_Bolt(LArraySize, LSeed, LWidth, LHeight, LSpread, LBranch,
LCutoff)
Make_Bolt(500, 11211, 0.03, 6, 0.5, 0.05, 0.5)
object{
Lightning_Bolt
pigment{rgbt 1}
interior{media{emission<3,3,5>*5}}
hollow
rotate x*180
no_shadow
translate y*5
}
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Thanks.
I probably won't be here again before Monday. I'll post the result then.
Nekar
--
#version unofficial MegaPov 0.7;#local Q=seed(7);#local S=<-2,2,5>;#local
E=<2
,-2,5>;#local B=S;#while(vlength(B-E)>.1)#local
B=(B+(<rand(Q),rand(Q),rand(Q)
>/20));#local B=B-(2*(B-S))*((vlength(B-E)>vlength(S-E)));#local
S=B;glow{//NX
location S size.1 radius.07}glow{location S size.1 radius.07 rotate
z*90}#end
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I've added my lightning in but there are empty spaces between the branches.
I'm not quite sure why.
Nekar
#version unofficial MegaPov 0.6;
camera{location <0.0, 0.5, -10.0> look_at <2, 1, 0.0>}
// use any object as your building block (needs to take 2 co-ords)
#macro Cylinder_Object(CStart, CEnd, CWidth)
cylinder{CStart, CEnd, CWidth}
#end
#macro Box_Object(BCorner1, BCorner2)
box{BCorner1, BCorner2}
#end
// plane{y, 0 pigment{checker Gray, Green}}
#macro Bolt (LightnStart, LightnEnd, Scale,Seed)
#ifndef (Seed)
#local Seed=seed(0) ;
#end
#ifndef (LightnStart)
#local LightnStart=<0,0,0> ;
#end
#ifndef (LightnEnd)
#local LightnEnd=<0,0,0> ;
#end
#ifndef (Scale)
#local Scale=0.05 ;
#end
// #ifndef (Color)
// #local Color=<1,1,1> ;
// #end
#local Seed = seed(Seed);
#local BlobPosition = LightnStart ;
blob{
threshold 1 // 0.6
sphere { <0,0,0>, 0.1, 0.1
scale Scale
translate LightnStart
}
///// Add random blob closer to lightnEnd
#while (vlength(BlobPosition - LightnEnd) > 0.1)
#local Rx=rand(Seed); #local Ry=rand(Seed); #local Rz=rand(Seed);
#local BlobPosition = ( BlobPosition + (<0.5-Rx, 0.5-Ry,
0.5-Rz> * 0.04 ) ) ;
#if ( ( vlength(BlobPosition - LightnEnd) > vlength (LightnStart -
LightnEnd) ))
#local BlobPosition = (BlobPosition - ( 2*(BlobPosition -
LightnStart) )) ;
#end
#local LightnStart = BlobPosition ;
sphere { <0,0,0>, 1, 1
scale Scale
translate LightnStart
}
#end
sphere { <0,0,0>, 1, 1
scale Scale
translate LightnEnd }
// pigment{rgbt 1}interior{media{emission Color }}hollow
}
#end
#macro Make_Bolt(LArraySize, LSeed, LWidth, LHeight, LSpread, LBranch,
LCutoff)
#declare myArray = array[LArraySize]
#declare checkCount = -1;
#declare highCount = 0;
#declare arrayCount = 0;
#declare myArray[arrayCount] = <0,0,0>;
#declare myRand = seed(LSeed);
#declare Lightning_Bolt =
merge{
#while (checkCount < highCount)
#declare checkCount = checkCount + 1;
#declare segPosA = myArray[arrayCount];
#declare segPosB = segPosA;
#declare arrayCount = arrayCount + 1;
#declare xPlus = (rand(myRand)-0.5)*LSpread;
#declare zPlus = (rand(myRand)-0.5)*LSpread;
#declare no_base = true;
#while(segPosB.y < LHeight)
#declare xShift = segPosB.x + xPlus;
#declare yShift = segPosB.y + (rand(myRand)/5);
#declare zShift = segPosB.z + zPlus;
#if (yShift > LHeight)
#declare yShift = LHeight;
#end
#declare segPosB = <xShift, yShift, zShift>;
#declare randNum = rand(myRand);
#if (randNum < LBranch & segPosB.y > LCutoff) // we only need a new
cylinder here
// Bolt (LightnStart, LightnEnd, Scale, Seed)
Bolt (segPosA, segPosB,LWidth,myRand)
// Cylinder_Object(segPosA, segPosB, LWidth*2)
// Box_Object(segPosA, segPosB)
#declare no_base = false;
#declare segPosA = segPosB;
#declare highCount = highCount + 1;
#declare myArray[highCount] = segPosA;
#end
#end
#if(no_base & segPosB.y < LHeight)
Bolt (segPosA, segPosB,LWidth,myRand)
// Cylinder_Object(segPosA, segPosB, LWidth*2)
// Box_Object(segPosA, segPosB)
#end
#declare LWidth = (LWidth*0.95);
#end
}
#end
// #macro Make_Bolt(LArraySize, LSeed, LWidth, LHeight, LSpread, LBranch,
LCutoff)
Make_Bolt(500, 11, 0.05, 6, 0.1, 0.06, 0.5)
object{
Lightning_Bolt
pigment{rgbt 1}
interior{media{emission<3,4,5>}}
hollow
rotate x*180
no_shadow
translate y*5
}
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|