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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
- Beames in the 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
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"media" and "density maps"
There are 4 pattern types which are of special interest with media density maps:
spherical
sphere{
<0,0,0>, 1
pigment{rgbt 1}
hollow
interior{ //-----------
media{
emission <1,1,1>
scattering{1,<1,1,1>}
density{ spherical
turbulence 0
color_map {
[0 rgb 0.0]//border
[1 rgb 1.0]//center
} // end color_map
} // end of density
} // end of media ---
} // end of interior
translate <0,1.00,0>
} //----- end of sphere |
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cylindrical
cylinder{
<0,-0.5,01>,<0,1,0>,1
pigment{rgbt 1}
hollow
interior{ //-----------
media{
emission<-.5,-.5,1>*.6
scattering{1,<1,1,1>}
density{ cylindrical
turbulence 0
color_map {
[0 rgb 0.0]//border
[1 rgb 1.0]//center
} // end color_map
} // end of density
} // end of media ----
} // end of interior
translate <0,1,0>
} //---- end of cylinder |
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boxed
box{
<-1,-.5,-1>,<1,1,1>
pigment{rgbt 1}
hollow
interior{ //-----------
media{
emission<-.2,1,-.5>*.6
scattering{1,<1,1,1>}
density{ boxed
turbulence 0
color_map {
[0 rgb 0.0]//border
[1 rgb 1.0]//center
} // end color_map
} // end of density
} // end of media ----
} // end of interior
translate <0,1,0>
} //------- end of box |
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planar
box{
<-1,-.25,-1>,<1,1,1>
pigment{rgbt 1}
hollow
interior{ //-----------
media{
emission<1,-.25,1>*.6
scattering{1,<1,1,1>}
density{ planar
frequency 5
color_map {
[0 rgb 0.0]//border
[1 rgb 1.0]//center
} // end color_map
} // end of density
} // end of media ----
} // end of interior
translate <0,1,0>
} //------- end of box |
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We surely also can use all the other patterns and their modifiers, as known from textures.,
Here 3 other samples: |
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bozo
box{ <-1,-0.5,-1>,<1,1,1>
pigment{ rgbt 1 }
hollow
interior{ //-----------
media{
emission <-0.4,0.7,1>*0.6
scattering{ 1, <1,1,1>
extinction 1.2 }
density{ bozo
turbulence 0
frequency 20
color_map {
[0.0 rgb 0.0]//border
[0.5 rgb 0.1]
[1.0 rgb 1.0]//center
} // end color_map
} // end of density
} // end of media ----
} // end of interior
translate <0,1,0>
} //------- end of box |
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gradient x
box{ <-1,-0.5,-1>,<1,1,1>
pigment{ rgbt 1 }
hollow
interior{ //-----------
media{
emission <1,0.2,-0.6>*0.9
scattering{ 1, <1,1,1>
extinction 2.0 }
density{ gradient x
turbulence 0.5
frequency 4
color_map {
[0.0 rgb 0.0]//border
[0.5 rgb 0.1]
[1.0 rgb 1.0]//center
} // end color_map
} // end of density
} // end of media ----
} // end of interior
translate <0,1,0>
} //------- end of box |
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quilted
box{ <-1,-0.5,-1>,<1,1,1>
pigment{ rgbt 1 }
hollow
interior{ //-----------
media{
emission <1,-0.8,-0.6>*1.0
scattering{ 1, <1,1,1>
extinction 2.5 }
density{ quilted
turbulence 0.0
frequency 6
color_map {
[0.0 rgb 0.0]//border
[0.5 rgb 0.1]
[1.0 rgb 1.0]//center
} // end color_map
} // end of density
} // end of media ----
} // end of interior
translate <0,1,0>
} //------- end of box |
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About Density Maps and Container Shapes .
If we use densities with turbulence it may be good to increase the container shape!
A sphere with radius 1.
Density map without turbulence.
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A sphere with radius 1.
Density map with turbulence 1.3.
Container sphere clippes density!
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A sphere with radius 1.5.
Density map with turbulence 1.3.
Density fits in container sphere !
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We can also keep densities with turbulences inside of i.e. a sphere with smooth borders by
intersecting a density with another!
A sphere with radius 1.
Density map without turbulence.
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A sphere with radius 1.5.
Density map with turbulence 1.3.
Container increased to fit density!
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A sphere with radius 1.
Density map with turbulence 1.3
added unturbulated density map.
Smooth borders in container sphere!
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Boolean operations with media and density maps
Its possible to use more than one density maps but also to use more than one media.
The results are like in CSG with shapes.
intersection
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union
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media{ ...
density{ ... } //1
density{ ... }//2
} // end media
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media{ ... //1
density{ ... }
} // end media 1
media{ ... //2
density{ ... }
}// end media 2
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