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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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Scattering Object Media
Using "media" and "scattering" keyword
for local atmospheric effects
inside of objects
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light beams in scattering media">
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Sun light shining in a room.
Local haze by scattering media:
( scattering = diffuse radiating of light )
For a local light scattering atmospheric medium
to generate fog or haze inside of a room, we use "media" with
with a restricting container:
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The room filled with haze:
box{
<0,0,0>, <R_x, R_y, R_z>
pigment { rgbt 1 } // clear
hollow
interior{
media{
scattering{ 1, 0.17 extinction 0.01}
samples 10, 20 // min, max
} // end media
} // end interior
} // end box
//----------------------------------------
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This still looks very rough!
We can see the layers of each individual "sample"!
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Scattering media box filling the room with haze:
box{
<0,0,0>, <R_x, R_y, R_z>
pigment { rgbt 1 } // clear
hollow
interior{
media{
scattering{ 1, 0.17 extinction 0.01}
samples 100, 500 // min, max
} // end media
} // end interior
} // end box
//----------------------------------------
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With increased number of samples:
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Last but not least adding a door:
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