With media absorption we can simulate a whirlwind.
The container object we use (here: an cylinder shape) should be clear and made hollow
(allows media and for effects inside!).
The shape can be scaled together with the media and the media density can be deformed by an additional density.
Note: The color of the "absorbed" light is specified after the "absorption" keyword.
But the media itself and its shadow, lit by in white light, have the color of the not absorbed light - this means
with "media{ absorption <1,0,0> ...}" (absorbing red) the media color is "<0,1,1>",
that is the color cyan!
Sample "Dust Devil":
// scattering media sample "dust devil"
// -------------------------------------------------------
cylinder{ <0,0,0>,<0,100,0>,1.5
pigment { rgbt 1 }
hollow
interior{ //---------------------
media{ scattering{ 1, <1,1,1>
extinction 2.5 }
absorption rgb< 0.61, 0.85, 0.85>*2
// density 1
density{ spiral2 10
turbulence 0.20
color_map {
[0.00 rgb 0.00] // border
[0.50 rgb 0.20] //
[1.00 rgb 1.00] // center
} // end color_map
rotate<90,0,0>
scale<1,0.5,1>
} // ----------- end of density 1
// density 2
density{ cylindrical
turbulence 1.0
frequency 1
color_map {
[0.00 rgb 0.00] // border
[0.50 rgb 0.20] //
[0.80 rgb 1.00] //
[1.00 rgb 0.50] // center
} // end color_map
scale<1,2,1>
} // ----------- end of density 2
} // end of media ------------------
} // ------------------ end of interior
scale <1,1,1>
rotate <0,0,-20>
translate <0.00, 0.10, 0.00>
}// end of object ----------------------------------------
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"media" with "absoprtion <1,0,0>" (red)
is visible in "<0,1,1>" (cyan)!
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