this is the same thing as scattered lightflow,
but with a different turbulence setting and a closer camera
i like this one better, it's much fuller
download is 1600x1200 (and nicer detail than the 1024x768 view of course)
rendering time: 15 hours 43 minutes 29 seconds
whee:
-- code --
global_settings {
ambient_light 0
}
background { color rgb 0 }
camera {
location <0,0,-3>
look_at <0,0,0>
}
sphere {
<0,0,0>,20
hollow
texture {
pigment { color rgb 1 transmit 1 }
finish { ambient 0 diffuse 0 }
}
interior {
media {
absorption 0
emission <0.37,0.65,1>
intervals 77
density {
function { 1.0-min(1, sqrt((x*x*x) + (y*y*y) + (z*z*z))) }
turbulence 0.9
}
}
}
}
-- end code --
rendered like:
povray ~/.povray.ini +Ietheric_storm.pov +Oetheric_storm.png +W1600 +H1200 +Q9 +QR +A0.3 +AM2 +J3.3 +R3
the density function is where the magic is... that and turbulence
the povray manual states that the built-in 'spherical' function is 1.0-min(1, sqrt((x*x) + (y*y) + (z*z)))
i love how a simple blind random change can create such beauty
that's stunning, i've been looking for something like that for awhile.
If only vs's could be made with true transparency so that something could be made to match that.
i really really like this, its quality, thanks for providing a download.
If only vs's could be made with true transparency so that something could be made to match that.
i really really like this, its quality, thanks for providing a download.
it's funny, though, cause the code is so simple.. in fact i'll post it...
what're vs's and why can't they be made with true transparency?