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"Kenneth" <kdw### [at] gmailcom> wrote:
>
> Getting a dense, self-shadowing, *almost* pure-color media is a bit difficult.
> I'll probably post something about that separately. (This test is with
> scattering media-- plus extinction-- along with absorption media.)
Hmm, with further experimentation, it wasn't so difficult after all-- after I
worked around some of the pitfalls of using multiple medias (which warrant some
comments that I'll eventually post separately.)
A 'better' PURE-green cloud is the code below.
Note the 'extinction' value of 0. Although scattering media's extinction is good
for producing self-shadowing, it presently can't take a color vector, just a
float value. As-is, it creates a *complementary* color in the media (nearly
PURPLE in this case.) That's realistic, of course-- a colored cloud *should*
filter out lighting of that color-- but for artistic reasons like a 'pure'-color
cloud, it would be nice to be able to play around with extinction. The
additional absorption media below-- having NO color-- produces what looks like
identical self-shadowing, but without that complementary coloring.
-----
(needs at least one light source)
sphere{0,1
hollow
texture{
pigment{rgbt 1}
finish{ambient 0 emission 0 diffuse 0}
}
interior{
media{
method 3
intervals 1
samples 70
scattering{1, rgb 50*<0,1,0> extinction 0} // NO extinction,
// as it introduces an unwanted 'complementary' color into the media's
// self-shadows.
absorption 50 // NO color
emission 8*<0,1,0> // just to lighten-up the self-shadows
// a bit
density{
spherical
color_map{
[.12 rgb 0]
[.37 rgb 1]
}
scale 3
warp{turbulence .7 omega .5}
scale 1/3
}
translate 1.2*y
}
--------
Play around with the medias' multiplier values, to get a density that looks
nice.
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