POV-Ray : Newsgroups : povray.general : Camera distortions : Re: Camera distortions Server Time
31 Jul 2024 10:29:04 EDT (-0400)
  Re: Camera distortions  
From: Alain
Date: 4 Jun 2007 19:32:29
Message: <4664a10d$1@news.povray.org>
flame-mike nous apporta ses lumieres en ce 2007/06/04 18:27:
> Hi, All.
> Please help.
> 
> In this post:
>
http://news.povray.org/povray.general/thread/%3Cweb.4640d4eb7a83c8141d1bbab40%40news.povray.org%3E/
> I tried create glass fractal.
> 
> Now tried to render one density map df3 file, and get strong radial
> distortions.
> This is my result: http://www.geocities.com/gplflame/test.jpg.
> 
> This is object from  which df3 file created:
> http://www.geocities.com/gplflame/demo2.html
> 
> I want insert some others object to density files, and I need more
> precision.
> 
> here is my pov file:
> 
> #include "metals.inc"
You don't use any metalic texture, this can go.
Firstly, try using interpolate 1. interpolate 2 often introduce unwanted noise 
and artefacts. In your case, you probably see media in areas that have a density 
of zero and be totaly transparent.
If that don't produce a result that's good enough, try the following:

You may scale down in the direction of the camera.
You may alter the color_map and the emission and absorbtion like this:

> #declare theinterior = interior {
>    media {
>       emission 1
>       absorption 7
>       density {
>                   density_file df3 "example.df3"
>    interpolate 1
>    color_map {
>       [0.00 rgb <0,0,0>]
>       [0.33 rgb <0,0,1>*5]
>       [0.66 rgb <0,1,0>*5]
>       [1.00 rgb <1,0,0>*5]
>    }
>   }
>  }
> }
>
This will make your media dencer, and thus more "solid". The increased 
absorbtion is to compensate the increased brightness of the emissive part.
You probably need to also increase the samples value quite a bit, as your 
density pattern is very complex. Try something like 100 as a starter.

Alain


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