POV-Ray : Newsgroups : povray.text.tutorials : Exhaust color Server Time
23 Nov 2024 23:13:57 EST (-0500)
  Exhaust color (Message 1 to 5 of 5)  
From: John Bauman
Subject: Exhaust color
Date: 14 Jul 1999 16:51:20
Message: <378cf848@news.povray.org>
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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From: Jerry
Subject: Re: Exhaust color
Date: 15 Jul 1999 16:29:02
Message: <jerry-1507991329020001@cerebus.acusd.edu>
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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From: John Bauman
Subject: Re: Exhaust color
Date: 15 Jul 1999 23:27:20
Message: <378ea698@news.povray.org>
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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From: Jerry
Subject: Re: Exhaust color
Date: 16 Jul 1999 16:38:23
Message: <jerry-1607991338220001@cerebus.acusd.edu>
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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From: John Bauman
Subject: Re: Exhaust color
Date: 17 Jul 1999 17:00:46
Message: <3790eefe@news.povray.org>
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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