// Kinthiras Guldur beacon light //blue #declare Density1= density { spherical ramp_wave color_map { [0.0 color rgb <0.0, 0.0, 0.0>] [0.4 color rgb <0.0, 0.0, 0.1>] [0.6 color rgb <0.05, 0.05, 0.15>] [0.8 color rgb <0.1, 0.1, 0.2>] [0.9 color rgb <0.2, 0.2, 0.8>] [1.0 color rgb <1.0, 1.0, 1.0>] } } //green /* #declare Density1= density { spherical ramp_wave color_map { [0.0 color rgb <0.0, 0.0, 0.0>] [0.4 color rgb <0.0, 0.1, 0.0>] [0.7 color rgb <0.1, 0.15, 0.1>] [0.8 color rgb <0.1, 0.2, 0.1>] [0.9 color rgb <0.25, 0.8, 0.25>] [1.0 color rgb <1.0, 1.0, 1.0>] } } */ /* //red #declare Density1= density { spherical ramp_wave color_map { [0.0 color rgb <0.0, 0.0, 0.0>] [0.4 color rgb <0.1, 0.0, 0.0>] [0.7 color rgb <0.15, 0.1, 0.1>] [0.8 color rgb <0.2, 0.1, 0.1>] [0.9 color rgb <0.8, 0.25, 0.25>] [1.0 color rgb <1.0, 1.0, 1.0>] } } */ #declare Light = object { sphere { 0, 2 pigment { color rgbt<1, 1, 1, 1> } finish { ambient 0 diffuse 0 } interior { media { emission 0.05 intervals 1 samples 5 method 3 intervals 5 samples 1, 10 confidence 0.9999 variance 1/1000 density { gradient x density_map { [0.5 Density1] } } } media { scattering { 1, 0.00004 } } } scale 165 translate 493*y hollow } } /* light_source { <0, 710, 0> color rgb <10, 1, 1> fade_distance 700 fade_power 2 area_light <-13, 0, 13> <-13, 0, 13>, 9, 9 adaptive 3 jitter circular }*/ /* light_source { <0, 710, 0> color rgb <1, 10, 1> fade_distance 1000 fade_power 2 area_light <-13, 0, 13> <-13, 0, 13>, 9, 9 adaptive 3 jitter circular }*/ object {Light} light_source { <0,710, 0> color rgb <1.2, 1.5, 4> fade_distance 850 fade_power 2 media_attenuation off /* area_light <-13, 0, 13> <-13, 0, 13>, 9, 9 adaptive 3 jitter circular */ }