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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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Steam, Smoke, Clouds
Using "emitting media"
for the simulation of steam, smoke, clouds.
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Steam, Smoke, Clouds.
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To simulate clouds of steam or smoke, we can use a scattering object media
with a turbulent density map and - if necessary - combined with emission..
The used container object should be fully transparent and made hollow (allows media effects inside!).
pigment{ rgbt 1 } or
pigment{ color rgbt<1,1,1,1>}
To avoid cutting off the turbulent media we need to increase the size of the container object accordingly.
Ihe first image in the right row shows the contures of the container object (big sphere)
and for demonstation the media shape with density map but without any turbulence.
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Container object and density map without turbulence
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Smoke and Steam by media
If we comment out the phrase "emission 0.6", we will get darker
smoke. With "emission" we can lighten up the smoke to white steam of water.
//-----------------------------------------------
sphere{ <0,0,0>, 1.5 // media container shape
pigment{ rgbt 1 }
hollow
interior{ //---------------------
media{ method 3
emission <1,1,1>*1
scattering{ 1, // Type
<1,1,1>*5.00
} // end scattering
density{ spherical
scale 1
turbulence 0.85
color_map {
[0.00 rgb 0]
[0.05 rgb 0]
[0.20 rgb 0.2]
[0.30 rgb 0.6]
[0.40 rgb 1]
[1.00 rgb 1]
} // end color_map
} // end of density
samples 20 // higher = more precise
} // end of media --------------------------
} // end of interior
} //--------------------------------------------- |
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Smoke from the smoke stack
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White Steam
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