POV-Ray : Newsgroups : povray.general : Dust : Re: Dust Server Time
2 Aug 2024 16:24:06 EDT (-0400)
  Re: Dust  
From: Ross
Date: 30 Aug 2004 10:33:14
Message: <41333aaa$1@news.povray.org>
"Zeger Knaepen" <zeg### [at] studentkuleuvenacbe> wrote in message
news:41320edc@news.povray.org...
> "Vladimir" <nomail@nomail> schreef in bericht
> news:web.4131e9a1dab9b99e4e987f070@news.povray.org...
> > the dust I would be moddelling would be on the upper surfaces of
objects -
> > airborne dust can be pretty well simulated with media. The one thought I
> > had would be this: Is there any way to create a loop that distinguishes
> all
> > surfaces facing in a single direction or at least partly in a direction
ie
> > set to pick up y facing surfaces would also pick up the line x*y. Dont
> know
> > whether that makes sense. It would then add a semi transparent layer on
> top
> > of the current texture. Im not sure how I would go about writing this or
> > even if it is possible in povray.
>
> A few things I noticed while examining dust in my room (don't ask :))
>
> 1. (this one is quite logical, and actually more or less what you describe
> here) Dust falls down, so parts of your scene that are not accessible from
> above (if you know what I mean) will be more or less clean.  This can be
> accomplished with the projection pattern in MegaPOV, with a blur to make
it
> more realistic

It does fall down, but it also is blown in. In my last apartment which I
just moved out of, it had 3 windows, all facing the street, a main
neighborhood street. I only ever opened one of those windows, and I hardly
ever dusted (ah... my mother would kill me ;)

you could see that surfaces that faced that window had significantly more
dust on them than surfaces that faced away from that window, even near
vertical faces like the side of my television.

nice example image, nonetheless. pretty dusty :)


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