This creates a burst of light. The secret of which is a scattering media.
#declare shine_size = 3; // size of burst
#declare approx_rays = 41;
#declare ray_factor = 44; // 44 gives an accurate approx_rays == real ray count
union {
sphere {
0,shine_size hollow
pigment { rgbt 1 }
interior {
media {
scattering { 1, .2 extinction .1 }
samples 50,100
}
}
}
light_source { 0, 1 fade_distance 2 fade_power 2 }
sphere {
0, 1
clipped_by {
union {
#declare Angle1 = 0;
#declare Angle2 = 0;
#while(Angle2 < 180)
sphere { y, .1 rotate <Angle2, Angle1> }
#declare Angle2 = Angle2 + (180/approx_rays);
#declare Angle1 = Angle1 + ray_factor;
#end
inverse
}
}
no_image no_reflection
scale .1
} // this sphere would look like a wiffle ball
translate 5*z // this moves the burst away from the camera
}