Here's an image using the material (2000 S/p):
The thin "shell" surrounding the flame is the new material - so the blue part below the main flame, and the red bit at the top. It's modeled as a mesh with an imagemap for a texture. Interestingly I also thought it might make a good mesh to fake SSS - and I tried this on the candle (nested internal meshes). The only light source in the scene is the flame itself.
Internally the scatterer BRDF is based on an F (not f as in pbrt ) of:
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*f_ += R*(1.0+param_a)/(param_a+coso)*(1.0+param_a)/(param_a+cosi)*coso;
There was some discussion earlier about whether the material is needed. I guess that's up to you guys. Certainly once volumetric emission and SSS are up and running - maybe not, although It might still be a quicker modeling alternative rather than using volumes. I wrote this to solve my own needs - so if you don't want to include it I wont be offended.
Anyway, here's my list of possible uses:
Any flame (afterburner, candle, fire, etc)
Halo around an object