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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 permeated the entire scene. This
duplication of systems was complex and unnecessary. Both halo
and atmosphere
have been eliminated. See
"Why are Interior and Media Necessary?"
for further details on this change. See "Object Media"
for 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.
Media works by sampling the density of particles at some specified number of
points along the ray's path. Sub-samples are also taken until the results
reach a specified confidence level. POV-Ray provides three methods of sampling.
When used in an object's interior
statement, sampling only
occurs inside the object. When used for atmospheric media, the samples run from
the camera location until the ray strikes an object. Therefore for localized
effects, it is best to use an enclosing object even though the density pattern
might only produce results in a small area whether the media was enclosed or not.
The complete syntax for a media
statement is as follows:
MEDIA: media { [MEDIA_IDENTIFIER] [MEDIA_ITEMS...] } MEDIA_ITEMS: method Number | intervals Number | samples Min, Max | confidence Value | variance Value | ratio Value | absorption COLOR | emission COLOR | aa_threshold Value | aa_level Value | scattering { Type, COLOR [ eccentricity Value ] [ extinction Value ] } | density { [DENSITY_IDENTIFIER] [PATTERN_TYPE] [DENSITY_MODIFIER...] } | TRANSFORMATIONS DENSITY_MODIFIER: PATTERN_MODIFIER | DENSITY_LIST | COLOR_LIST | color_map { COLOR_MAP_BODY } | colour_map { COLOR_MAP_BODY } | density_map { DENSITY_MAP_BODY }
aa_level : 4 aa_threshold : 0.1 absorption : <0,0,0> confidence : 0.9 emission : <0,0,0> intervals : 10 method : 3 ratio : 0.9 samples : Min 1, Max 1 variance : 1/128 SCATTERING COLOR : <0,0,0> eccentricity : 0.0 extinction : 1.0
If a media identifier is specified, it must be the first item. All other
media items may be specified in any order. All are optional. You may have
multiple density
statements in a single media
statement. See "Multiple Density vs. Multiple Media"
for details. Transformations apply only the density
statements which have
been already specified. Any density
after a transformation is
not affected. If the media
has no density
statements and none was specified in any media identifier, then the
transformation has no effect. All other media items except for
density
and transformations override default values or any previously
set values for this media
statement.
Note: some media effects depend upon light sources. However the
participation of a light source depends upon the media_interaction
and media_attenuation
keywords. See "Atmospheric Media Interaction"
and "Atmospheric Attenuation" for details.
Note: In the POV-Ray 3.1 documentation it said:
"Note a strange design side-effect was discovered during testing and it was too difficult to fix. If the enclosing object usesThis is not the case anymore in POV-Ray 3.5. Wether you specifytransmit
rather thanfilter
for transparency, then themedia
casts no shadows."
transmit
or filter
to create a transparent container object, the media
will always cast a shadow. If a shadow
is not desired, use the no_shadow
keyword for the container object.
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