Overview of Content
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Syntax
of "material","texture"
and "interior"
Basic Sample.
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Window Glass and max_trace_level:
As window glass we should not use "real" glass
with a definied index of refraction ("ior")!
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"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"
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Syntax of "media" - basic samples of emitting, scattering and absorping
"media".
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"media" and "density maps" - basic samples
on "density maps" for "media".
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"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".
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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.
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Candle Flames - "Emitting Object Media"
Media without shadows from extern light sources.
Simulating of a burning candle by media emission and density maps.
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"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.
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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".
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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.
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Special Problems with Media
Scaling of "object media".
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Special Problems with Media
Overlapping "object media".
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