|
|
#include "colors.inc"
camera {
location <6,5,10>*4
look_at <0,0,20>
}
light_source {
<1,2,1>*100000000 color White*0.3
}
plane {y,-2 pigment {NewTan} finish {ambient 0}}
background {color Red}
cylinder {0,z*-2,0.3 pigment{Gray} rotate -x*30}
#declare DensMap = density {
radial rotate y*90 translate z*-5
translate <0,0,-15*clock>
warp {turbulence 0.8 octaves 3 lambda 2.5}
translate <0,0,15*clock>
scale <1,1,1>
colour_map {
[0.49 rgb 0]
[0.495 rgb 1]
[0.5 rgb 4]
[0.505 rgb 1]
[0.51 rgb 0]
}
}
#declare ColMap = density {
radial rotate y*90 translate z*-5
translate <0,0,-15*clock>
warp {turbulence 1.2 octaves 3 lambda 2.5}
translate <0,0,15*clock>
scale <1,1,1>
colour_map {
[0.495 Yellow]
[0.5 White]
[0.505 Yellow]
}
}
#declare DensEnding = density {
spherical scale 10
colour_map {
[0 rgb 0*<1,0,0>]
[0.5 rgb <1,.5,0>*.5]
[.75 rgb <1,1,0>]
[.875 rgb 1]
[1 rgb <-1,0,1>]
}
}
#declare DensMap2 = density {
radial rotate y*90 translate z*-3
translate <0,0,-25*clock>
warp {turbulence 1.3 octaves 3 }
translate <0,0,25*clock>
scale <1,1,1>
colour_map {
[0.45 rgb 0]
[0.48 rgb 0.4]
[0.5 rgb 1]
[0.52 rgb 0.4]
[0.55 rgb 0]
}
}
#declare ColMap2 = density {
radial rotate y*90 translate z*-3
translate <0,0,-25*clock>
warp {turbulence 1.3 octaves 3 }
translate <0,0,25*clock>
scale <1,1,1>
colour_map {
[0.47 Red]
[0.5 Orange]
[0.53 Red]
}
}
#declare DensEnding2 = density {
spherical scale <5,5,10>
translate <0,0,-15*clock>
warp {turbulence 0.5}
translate <0,0,15*clock>
colour_map {
[0 rgb 0]
[0.1 rgb 1]
[.875 rgb 1]
[1 rgb <-1,-1,1>]
}
}
#declare Flame =
union {
cylinder {
0,z*10,3
pigment {Clear}
hollow
interior {
media {
emission 1
/*intervals 5
samples 2, 30
confidence 0.9999
variance 1/1000*/
density {ColMap}
density {DensMap}
density {DensMap rotate z*90}
density {DensEnding}
scale .8
}
media {
emission .75
/*intervals 5
samples 2, 30
confidence 0.9999
variance 1/1000*/
density {ColMap2}
density {DensMap2}
density {DensMap2 rotate z*90}
density {DensEnding2}
scale .8
}
}
scale <1,1,3>/.8
}
cylinder {
0,z*10,3
pigment {Clear}
hollow
interior {
media {
absorption rgb .675
//scattering { 2, rgb .5 extinction 1 }
density {bozo
translate <0,0,-5*clock>
warp {turbulence 0.2 octaves 1 lambda .5}
translate <0,0,5*clock>
scale <1,1,1/3>*.75
color_map {
[0 rgb 0]
[1 rgb 1]
}
}
density {
spherical scale <5,5,10>
translate <0,0,-5*clock>
warp {turbulence 0.5}
translate <0,0,5*clock>
color_map {
[0 rgb 0]
[1 rgb 1]
}
}
scale .8
}
}
scale <.675,.675,2>/.8
rotate -x*10
translate <0,0,20>
}
}
background {rgb .125}
object{Flame}
#declare numLights=5;
union {
#declare i=0;
#while (i<10)
#declare i = i + 10/numLights;
light_source {
z*i
color Red*1.9/numLights
media_interaction off
fade_distance 5 fade_power 0.8
}
light_source {
z*i
color Green*1.5/numLights
media_interaction off
fade_distance 5.5 fade_power 4
}
#end
rotate -x*30
}
Post a reply to this message
|
|