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I'm making plasma exhaust for the ship that I'm building.
I'm very unhappy with the fact that it is only a little blue only on the
edges.
There isn't any density type called conical, so what should I do?
Here is the present code:
#include "colors.inc"
cone { file://plasma
<0,0,0>
10
<-25,0,0>
5
pigment {
rgbt <.2,.2,.8,1>
}
hollow on
interior {
media {
emission rgb <.2,.2,.8>
file://density {
// conical
file://}
}
}
}
camera {
location <-0,0-40>
look_at <-10,0,0>
}
--
webpage: http://johntb.freeservers.com
ICQ:20886467 AIM:Qbwiz
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
G! d- s--:- a---- C++ ULU++++ P+ L+ E W++ N++ o K- w+
O! M- V- PS PE+ Y+ PGP- t+@ 5 X R tv+ b++ DI++++ D-
G e-- h! !r y-
------END GEEK CODE BLOCK------
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In article <378cf848@news.povray.org>, "John Bauman"
<bau### [at] ptdprolognet> wrote:
>I'm making plasma exhaust for the ship that I'm building.
>I'm very unhappy with the fact that it is only a little blue only on the
>edges.
>There isn't any density type called conical, so what should I do?
You might be able to fake a conical density type by multiplying a
cylindrical density type with gradient y?
Jerry
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Jerry wrote in message ...
>In article <378cf848@news.povray.org>, "John Bauman"
><bau### [at] ptdprolognet> wrote:
>
>>I'm making plasma exhaust for the ship that I'm building.
>>I'm very unhappy with the fact that it is only a little blue only on the
>>edges.
>>There isn't any density type called conical, so what should I do?
>
>You might be able to fake a conical density type by multiplying a
>cylindrical density type with gradient y?
I did a gradient y, but I dont know how to multiply a cylindrical density by
it
>
>Jerry
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In article <378ea698@news.povray.org>, "John Bauman"
<bau### [at] ptdprolognet> wrote:
>Jerry wrote in message ...
>>In article <378cf848@news.povray.org>, "John Bauman"
>><bau### [at] ptdprolognet> wrote:
>>
>>>I'm making plasma exhaust for the ship that I'm building.
>>>I'm very unhappy with the fact that it is only a little blue only on the
>>>edges.
>>>There isn't any density type called conical, so what should I do?
>>
>>You might be able to fake a conical density type by multiplying a
>>cylindrical density type with gradient y?
>I did a gradient y, but I dont know how to multiply a cylindrical density by
>it
Basically you just stick multiple densities after each other and they multiply:
#declare Final_Render = 1;
//units in feet
//east is negative x
//north is positive z
#include "colors.inc"
#include "skies.inc"
#include "woods.inc"
#if (Final_Render > 0)
#declare minsamples = 2;
#declare maxsamples = 12;
#declare fogvariance = 40/1000;
#declare fogconfidence = 0.98;
#declare fogintervals=1;
#else
#declare minsamples = 1;
#declare maxsamples = 4;
#declare fogvariance = 100/1000;
#declare fogconfidence = 0.7;
#declare fogintervals=1;
#end
cylinder {
<0,0,0>,<0,1,0>,1.0001
pigment {
color rgbf <1,1,1,1>
}
interior {
media {
scattering { 1, 1}
intervals fogintervals
samples minsamples, maxsamples
confidence fogconfidence
variance fogvariance
density {
gradient y
color_map {
[0 color rgb <1, 1, 1>]
[1 color rgb <0, 0, 0>]
}
}
density {
cylindrical
color_map {
[0.0 color rgb <0,0,0>]
[1.0 color rgb <1,1,1>]
}
}
}
}
hollow
scale 2
}
camera {
location <0,.3,-4>
look_at <0,.5,0>
}
light_source {
<-100,500,-75>,
color White
}
sky_sphere {
pigment {
gradient y
pigment_map {
[0.01 rgb <0.847, 0.749, 0.747> ] // horizon
[0.25 P_Cloud2 scale 0.25 rotate z*5]
[0.60 P_Cloud3 scale <0.25, 0.15, 0.25> rotate z*10]
}
}
}
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I got it, i used radial (thanks tom the person who submitted the first
candle to povbjects).
Jerry wrote in message ...
>In article <378ea698@news.povray.org>, "John Bauman"
><bau### [at] ptdprolognet> wrote:
>
>>Jerry wrote in message ...
>>>In article <378cf848@news.povray.org>, "John Bauman"
>>><bau### [at] ptdprolognet> wrote:
>>>
>>>>I'm making plasma exhaust for the ship that I'm building.
>>>>I'm very unhappy with the fact that it is only a little blue only on the
>>>>edges.
>>>>There isn't any density type called conical, so what should I do?
>>>
>>>You might be able to fake a conical density type by multiplying a
>>>cylindrical density type with gradient y?
>>I did a gradient y, but I dont know how to multiply a cylindrical density
by
>>it
>
>Basically you just stick multiple densities after each other and they
multiply:
>
>#declare Final_Render = 1;
>//units in feet
>//east is negative x
>//north is positive z
>
>#include "colors.inc"
>#include "skies.inc"
>#include "woods.inc"
>
>
>
>#if (Final_Render > 0)
> #declare minsamples = 2;
> #declare maxsamples = 12;
> #declare fogvariance = 40/1000;
> #declare fogconfidence = 0.98;
> #declare fogintervals=1;
>#else
> #declare minsamples = 1;
> #declare maxsamples = 4;
> #declare fogvariance = 100/1000;
> #declare fogconfidence = 0.7;
> #declare fogintervals=1;
>#end
>cylinder {
> <0,0,0>,<0,1,0>,1.0001
> pigment {
> color rgbf <1,1,1,1>
> }
> interior {
> media {
> scattering { 1, 1}
> intervals fogintervals
> samples minsamples, maxsamples
> confidence fogconfidence
> variance fogvariance
> density
> gradient y
> color_map {
> [0 color rgb <1, 1, 1>]
> [1 color rgb <0, 0, 0>]
> }
> }
>
> density {
> cylindrical
> color_map {
> [0.0 color rgb <0,0,0>]
> [1.0 color rgb <1,1,1>]
> }
> }
> }
> }
> hollow
> scale 2
>}
>
>
>
>camera {
> location <0,.3,-4>
> look_at <0,.5,0>
>}
>
>light_source {
> <-100,500,-75>,
> color White
>}
>
>sky_sphere {
> pigment {
> gradient y
> pigment_map {
> [0.01 rgb <0.847, 0.749, 0.747> ] // horizon
> [0.25 P_Cloud2 scale 0.25 rotate z*5]
> [0.60 P_Cloud3 scale <0.25, 0.15, 0.25> rotate z*10]
> }
> }
>}
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