Section 4.9.4.5.2
Atmosphere and Light Sources

The best results are generated with spotlights and cylindrical light sources. They create nice beams of light and are fast to render because the atmospheric sampling takes only place inside the light cone of the spotlight or light cylinder of the cylindrical light.

If you want to add a light source that does not interact with the atmosphere you can use the atmosphere keyword inside the light source statement (see "Atmosphere Interaction" ). Just add atmosphere off .

By default the light coming from any light source will not be diminished by the atmosphere. Thus the highlights in your scene will normally be too bright. This can be changed with atmospheric_attenuation on .


Section 4.9.4.5.3
Atmosphere Scattering Types

The different scattering types listed in "Atmosphere" can be used to model different types of particles. This is something for you to experiment with.

The Rayleigh scattering is used for small particles like dust and smoke while the Mie scattering is used for fog.

If you ever saw the lighthouse scene in the movie Casper you'll know what effect the scattering type has. In this scene the beam of light coming from the lighthouse becomes visible while it points nearly towards the viewer. As it starts to point away from the viewer it vanishes. This behaviour is typical for miniscule water droplets as modeled by the Mie scattering.


Section 4.9.4.5.4
Increasing the Image Resolution

You have to be aware that you may have to increase the atmosphere sampling rate if you increase the resolution of the image. Otherwise some aliasing artefacts that were no visible at the lower resolution may become visible.

Section 4.9.4.5.5
Using Hollow Objects and Atmosphere

Whenever you use the atmosphere feature you have to make sure that all objects that ought to be filled with atmosphere are set to hollow using the hollow keyword.

Even though this is not obvious this holds for infinite and patch objects like quadrics, quartics, triangles, polygons, etc. Whenever you add one of those objects you should add the hollow keyword as long as you are not absolutely sure you don't need it. You also have to make sure that all objects the camera is inside are set to be hollow.

Whenever you get unexpected results you should check for solid objects and set them to be hollow.


Section 4.9.5
The Rainbow

The rainbow feature can be used to create rainbows and maybe other more strange effects. The rainbow is a fog like effect that is restricted to a cone-like volume.

Section 4.9.5.1
Starting With a Simple Rainbow

The rainbow is specified with a lot of parameters: the angle under which it is visible, the width of the color band, the direction of the incoming light, the fog-like distance based particle density and last not least the color map to be used.

The size and shape of the rainbow are determined by the angle and width keywords. The direction keyword is used to set the direction of the incoming light, thus setting the rainbow's position. The rainbow is visible when the angle between the direction vector and the incident light direction is larger than angle-width/2 and smaller than angle+width/2.

The incoming light is the virtual light source that is responsible for the rainbow. There needn't be a real light source to create the rainbow effect.

The rainbow is a fog-like effect, i.e. the rainbow's color is mixed with the background color based on the distance to the intersection point. If you choose small distance values the rainbow will be visible on objects, not just in the background. You can avoid this by using a very large distance value.

The color map is the crucial part of the rainbow since it contains all the colors that normally can be seen in a rainbow. The color of the innermost color band is taken from the color map entry 0 while the outermost band is take from entry 1. You should note that due to the limited color range any monitor can display it is impossible to create a real rainbow. There are just some colors that you cannot display.

The filter channel of the rainbow's color map is used in the same way as with fogs. It determines how much of the light passing through the rainbow is filtered by the color.

The following example shows a simple scene with a ground plane, three spheres and a somewhat exaggerated rainbow ( rainbow1.pov ).

#include "colors.inc" camera { location <0, 20, -100> look_at <0, 25, 0> angle 82 } background { color SkyBlue } plane { y, -10 pigment { colour Green } } light_source {<100, 120, 40> colour White} // declare rainbow's colours #declare r_violet1 = colour rgbf<1.0, 0.5, 1.0, 1.0> #declare r_violet2 = colour rgbf<1.0, 0.5, 1.0, 0.8> #declare r_indigo = colour rgbf<0.5, 0.5, 1.0, 0.8> #declare r_blue = colour rgbf<0.2, 0.2, 1.0, 0.8> #declare r_cyan = colour rgbf<0.2, 1.0, 1.0, 0.8> #declare r_green = colour rgbf<0.2, 1.0, 0.2, 0.8> #declare r_yellow = colour rgbf<1.0, 1.0, 0.2, 0.8> #declare r_orange = colour rgbf<1.0, 0.5, 0.2, 0.8> #declare r_red1 = colour rgbf<1.0, 0.2, 0.2, 0.8> #declare r_red2 = colour rgbf<1.0, 0.2, 0.2, 1.0> // create the rainbow rainbow { angle 42.5 width 5 distance 1.0e7 direction <-0.2, -0.2, 1> jitter 0.01 colour_map { [0.000 colour r_violet1] [0.100 colour r_violet2] [0.214 colour r_indigo] [0.328 colour r_blue] [0.442 colour r_cyan] [0.556 colour r_green] [0.670 colour r_yellow] [0.784 colour r_orange] [0.900 colour r_red1] } }

Some irregularity is added to the color bands using the jitter keyword.


A colorful rainbow.

The rainbow in our sample is much too bright. You'll never see a rainbow like this in reality. You can decrease the rainbow's colors by decreasing the RGB values in the color map.


Section 4.9.5.2
Increasing the Rainbow's Translucency

The result we have so far looks much too bright. Just reducing the rainbow's color helps but it's much better to increase the translucency of the rainbow because it is more realistic if the background is visible through the rainbow.

We can use the transmittance channel of the colors in the color map to specify a minimum translucency, just like we did with the fog. To get realistic results we have to use very large transmittance values as you can see in the following example ( rainbow2.pov ).

rainbow { angle 42.5 width 5 distance 1.0e7 direction <-0.2, -0.2, 1> jitter 0.01 colour_map { [0.000 colour r_violet1 transmit 0.98] [0.100 colour r_violet2 transmit 0.96] [0.214 colour r_indigo transmit 0.94] [0.328 colour r_blue transmit 0.92] [0.442 colour r_cyan transmit 0.90] [0.556 colour r_green transmit 0.92] [0.670 colour r_yellow transmit 0.94] [0.784 colour r_orange transmit 0.96] [0.900 colour r_red1 transmit 0.98] } }

The transmittance values increase at the outer bands of the rainbow to make it softly blend into the background.


A much more realistc rainbow.

The resulting image looks much more realistic than our first rainbow.


Section 4.9.5.3
Using a Rainbow Arc

Currently our rainbow has a circular shape, even though most of it is hidden below the ground plane. You can easily create a rainbow arc by using the arc_angle keyword with an angle below 360 degrees.

If you use arc_angle 120 for example you'll get a rainbow arc that abruptly vanishes at the arc's ends. This does not look good. To avoid this the falloff_angle keyword can be used to specify a region where the arc smoothly blends into the background.

As explained in the rainbow's reference section (see "Rainbow" ) the arc extends from -arc_angle/2 to arc_angle/2 while the blending takes place from -arc_angle/2 to -falloff_angle/2 and falloff_angle/2 to arc_angle/2. This is the reason why the falloff_angle has to be smaller or equal to the arc_angle .

In the following examples we use an 120 degrees arc with a 45 degree falloff region on both sides of the arc ( rainbow3.pov ).

rainbow { angle 42.5 width 5 arc_angle 120 falloff_angle 30 distance 1.0e7 direction <-0.2, -0.2, 1> jitter 0.01 colour_map { [0.000 colour r_violet1 transmit 0.98] [0.100 colour r_violet2 transmit 0.96] [0.214 colour r_indigo transmit 0.94] [0.328 colour r_blue transmit 0.92] [0.442 colour r_cyan transmit 0.90] [0.556 colour r_green transmit 0.92] [0.670 colour r_yellow transmit 0.94] [0.784 colour r_orange transmit 0.96] [0.900 colour r_red1 transmit 0.98] } }

The arc angles are measured against the rainbows up direction which can be specified using the up keyword. By default the up direction is the y-axis.


A rainbow arc.

We finally have a realistic looking rainbow arc.


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