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That's exactly what I'm after too, sounds like.
Thing is, I can get that "smooth" look at a close proximity to the
camera in a confined space, which goes for the same as media in a
container object. What I fail to do is get large open spaces to do
likewise.
That annoying starry, speckled air that you have probably seen from what
you say. I can't even select a tiny swath of the image and render that
at incredible interval/samples to see if it works, so no sense in
attempting a full size render. From what I do see of the tests I
apparently can't find the right numbers to use, even if it means a week
to render.
P-R 3.0* 'atmosphere' was an overlooked godsend by comparison!
Well, maybe we are doing something wrong too, that's why I ask...
Andrew Cocker wrote:
>
> And why is it that the media is full of visible artifacts, regardless of sampling
> rates/interval, when for instance Truespace 4's volumetric effects are silky
smooth? I
> find it really annoying not being able to just use Dust_Thickness=5 or the like to
> simulate an atmosphere.
>
> Andy
>
> Bob Hughes wrote in message <369ECBDE.8FD96178@aol.com>...
> >Media for atmosphere is confounding me.
> >The old way was so much better it seems to me now.
> >Anyone get a reasonable, and useable, atmospheric media working for
> >various situations? I.e., different camera/object distances and number
> >of lights so when you make a new scene the media (as used for
> >atmosphere) doesn't wreak havoc while adjusting it endlessly?
> >I was taming the POV-Ray 3.0* 'atmosphere' fairly well until I moved
> >along to the 3.1 chaos.
> >Just curious how others are doing so far, and if there is any logic to
> >it which I might have overlooked.
> >I understand the basic scaling syndrome of keeping media density in sync
> >with container objects, but I've been lost too many times trying the
> >containerless "air", since each scene is not the same as the last.
> >Well, I'll quit complaining for now. Thanks in advance for any notions
> >out there you all may have.
> >
> >--
> > omniVERSE: beyond the universe
> > http://members.aol.com/inversez/POVring.htm
> >=Bob
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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