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HALO HALO BLUEWALLS 2 Work On All Maps: The Ultimate Cheat Code



Complete details on media are given in the section Media. Earlier versions of POV-Ray used an atmosphere statement for atmospheric effects but that system was incompatible with the old object halo system. So atmosphere has been eliminated and replaced with a simpler and more powerful media feature. The user now only has to learn one media system for either atmospheric or object use.




HALO HALO BLUEWALLS 2 work on all maps




The texture describes the surface properties of the object. Complete detailsare in textures. Textures are combinations of pigments, normals,and finishes. In the section pigment you will learn how tospecify the color or pattern of colors inherent in the material. In normal, we describe a method of simulating various patterns of bumps, dents, ripplesor waves by modifying the surface normal vector. The section on finish describes the reflective properties of the surface. The Interior is a feature introduced in POV-Ray 3.1. It contains informationabout the interior of the object which was formerly contained in the finishand halo parts of a texture. Interior items are no longer part of thetexture. Instead, they attach directly to the objects. The halo feature hasbeen discontinued and replaced with a new feature called Media which replaces both halo and atmosphere.


One of the changes in POV-Ray 3.1 was the removal of several items from texture finish... and to move them to the new interior statement. The halo statement, formerly part oftexture, is now renamed media and made a part ofthe interior.


Earlier versions of POV-Ray used a feature called halo tosimulate fine particles such as smoke, steam, fog, or flames. The halo statement was part of the texture statement. Thisfeature has been discontinued and replaced by the interior andmedia statements which are object modifiers outside the texture statement.


The boxed pattern creates a 2x2x2 unit cube centered at theorigin. It is computed by: value =1.0- min(1, max(abs(X), abs(Y),abs(Z))) It starts at 1.0 at the origin and decreases to a minimum valueof 0.0 as it approaches any plane which is one unit from the origin. Itremains at 0.0 for all areas beyond that distance. This pattern wasoriginally created for use with halo or media butit may be used anywhere any pattern may be used.


The cylindrical pattern creates a one unit radius cylinderalong the Y axis. It is computed by: value = 1.0-min(1, sqrt(X^2 +Z^2)) It starts at 1.0 at the origin and decreases to a minimum value of0.0 as it approaches a distance of 1 unit from the Y axis. It remains at 0.0for all areas beyond that distance. This pattern was originally created foruse with halo or media but it may be used anywhereany pattern may be used.


The density_file pattern is a 3-D bitmap pattern thatoccupies a unit cube from location to . The datafile is a raw binary file format created for POV-Ray called df3format. The syntax provides for the possibility of implementing other formatsin the future. This pattern was originally created for use with halo or media but it may be used anywhere any pattern maybe used. The syntax is:


The planar pattern creates a horizontal stripe plus or minusone unit above and below the X-Z plane. It is computed by: value =1.0-min(1, abs(Y)) It starts at 1.0 at the origin and decreases to a minimumvalue of 0.0 as the Y values approaches a distance of 1 unit from the X-Zplane. It remains at 0.0 for all areas beyond that distance. This pattern wasoriginally created for use with halo or media butit may be used anywhere any pattern may be used.


The spherical pattern creates a one unit radius sphere, with its center at the origin. It is computed by: value = 1.0-min(1, sqrt(X^2 + Y^2 +Z^2)) It starts at 1.0 at the origin and decreases to a minimum value of 0.0as it approaches a distance of 1 unit from the origin in any direction. Itremains at 0.0 for all areas beyond that distance. This pattern wasoriginally created for use with halo or media butit may be used anywhere any pattern may be used.


The cubic warp requires no parameters, and maps an area in the x-y plane between and around the origin in the same way as uv-mapping an origin-centered cube-shaped box would. The cubic warp works with any object whereas the uv-mapping only works for the box object. See the section on box uv-mapping for details.


The media statement is used to specify particulate matter suspended in a medium such air or water. It can be used to specify smoke, haze, fog, gas, fire, dust etc. Previous versions of POV-Ray had two incompatible systems for generating such effects. One was halo for effects enclosed in a transparent or semi-transparent object. The other was atmosphere for effects that permeate the entire scene. This duplication of systems was complex and unnecessary. Both haloand atmosphere have been eliminated. See Why are Interior and Media Necessary? for further details on this change. See Object Mediafor details on how to use media with objects. See Atmospheric Media for details on using media for atmospheric effects outside of objects. This section and the sub-sections which follow explains the details of the various media options which are useful for either object media or atmospheric media.


The density statement may begin with an optional density identifier. All subsequent values modify the defaults or the values in the identifier. The next item is a pattern type. This is any one of POV-Ray's pattern functions such as bozo, wood, gradient, waves, etc. Of particular usefulness are the spherical, planar, cylindrical, and boxed patterns which were previously available only for use with our discontinued halo feature. All patterns return a value from 0.0 to 1.0. This value is interpreted as the density of the media at that particular point. See the section Pattern for details on particular pattern types. Although a solid COLOR pattern is legal, in general it is used only when the density statement is inside a density_map.


Typically, a media uses just one constant color throughout. Even if you vary the density, it is usually just one color which is specified by the absorption, emission, or scattering keywords. However, when using emission to simulate fire or explosions, the center of the flame (high density area) is typically brighter and white or yellow. The outer edge of the flame (less density) fades to orange, red, or in some cases deep blue. To model the density-dependent change in color which is visible, you may specify a color_map. The pattern function returns a value from 0.0 to 1.0 and the value is passed to the color map to compute what color or blend of colors is used. See Color Maps for details on how pattern values work with color_map. This resulting color is multiplied by the absorption, emission and scattering color. Currently there is no way to specify different color maps for each media type within the same media statement.


In previous versions of POV-Ray, most of the items in the interior statement were previously part of the finish statement. Also the halo statement which was once part of the texture statement has been discontinued and has been replaced by the media statement which is part of interior.


Similarly the halo calculations were not performed as thesyntax implied. Using a halo in such multi-textured objects didnot vary the halo through the interior of the object. Rather,it computed two separate halos through the whole object and averaged theresults. The new design for media which replaces halo makes it possible to have media that varies throughout theinterior of the object according to a pattern but it does so independently ofthe surface texture. Because there are other changes in the design of thisfeature which make it significantly different, it was not only moved to theinterior but the name was changed.


In previous versions of POV-Ray, this feature was called haloand was part of the texture specification along with pigment, normal, and finish. See the section: Why are Interior and Media Necessary? for an explanation of the reasons for the change.


The pigments are prefixed with P_, and do not have color_maps, allowing you to specify a color map from woodmaps.inc or create your own. There are two groups, "A" and "B": the A series is designed to work better on the bottom texture layer, and theB series is designed for the upper layers, with semitransparent color maps. The pigments with the same number were designed to work well together, but you do not necessarily have to use them that way.


A different look and vibe to an everyday Korean Restaurant in Sydney.A deep blue colour pallet stands out from its accompanying brass elements.Back lit motif walls brings intimacy to the space whilst the halo lit wall lights against the rough cement rendered walls give the space the ambience. 2ff7e9595c


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