Descriptions and Examples for the POV-Ray Raytracer by Friedrich A. Lohmüller
Design of the Interior of transparent Shapes in POV-Ray
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- POV-Ray Tutorial

  Content Overview
  material, interior, media

  - Syntax material
      texture + interior
  - Window Glass
      + max_trace_level
  - Fog, Mist or Haze
  Media
  - Syntax Media
  - Media+Density Maps
  Atmospheric Media
    with/without density map
  - Light Beams in Fog
  Object Media
  Emitting Media
  - Light Sword
  - Candle Flames
  Scattering Media
  - Light through Window
  - Steam, Smoke, Clouds
  Absorbing Media
  - Dust Devils
  Special Problems with Media
  - Scaling of Media
  - Overlapping Media
                                             

Overview of Content

Syntax of "material","texture" and "interior"
Basic Sample.

Window Glass and max_trace_level:
As window glass we should not use "real" glass with a definied index of refraction ("ior")!

"fog" - A Simple Fog Simulation without any Interaction with Lights.
If we don't need to show any light beams from the sun, from lamps or spotlights, this is a goud enough simulation of groundfog or global fog.
For fog which shows interaction with light we need to use "atmospheric media" .

Syntax of "media"
- basic samples of emitting, scattering and absorping "media".

"media" and "density maps"
- basic samples on "density maps" for "media".

"Atmospheric Media" - Global Fog, which interacts with Light.
To show light beams from the sun, from lamps or spotlights in a landscape, we need to use a fog made by "atmospheric media".

A Light Sword - "Emitting Object Media"
Media without shadows from extern light sources.

Good for simulating glowing shapes like fluorescent tubes, light swords, laser beams or also Flames and glowing plasma.

Candle Flames - "Emitting Object Media"
Media without shadows from extern light sources.

Simulating of a burning candle by media emission and density maps.

"Scattering Object Media" - Local fog, which interacts with Light.
If we want to show light beams from the sun, from lamps or spotlight in limited areas, we use "scattering media" in a limited container object.

Steam + Smoke   -   Local steam or smoke, which interacts with Light.
A sample using "scattering media" in a limited container object with a density_map - also lighten up with "emission".

Dust Devil   - Whirlwinds and Tornados interacting with Light.
A sample using "media absorption" with cylindrical containers and density maps to simulate whirlwind storms like a tornado or a dust devil.

Special Problems with Media
Scaling of "object media".

Special Problems with Media
Overlapping "object media".

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