POV-Ray : Newsgroups : povray.binaries.images : Ghurghusht: artifacts at dawn : Re: Ghurghusht: artifacts at dawn Server Time
2 Nov 2024 16:13:06 EDT (-0400)
  Re: Ghurghusht: artifacts at dawn  
From: Jörg 'Yadgar' Bleimann
Date: 9 Jun 2010 19:38:41
Message: <4c102601@news.povray.org>
High!

On 06/10/2010 12:56 AM, Reactor wrote:

> You didn't post the relevant code,

O.k., here it is:

// Media settings

global_settings
{
     #if (version < 3.7 & !mapping) assumed_gamma 1 #end
     max_trace_level 20
     #if (rds) radiosity { } #end
}

#declare TP_PLANET_RADIUS = 5124.6666;

#declare TP_BASE_RAYLEIGH_POWER = 6.7;  // Constant
#declare TP_RAYLEIGH_FACTOR = 0.35; // User defined
#declare _tp_rayleigh_power = TP_BASE_RAYLEIGH_POWER*TP_RAYLEIGH_FACTOR;

#declare TP_ATMO_THICKNESS = 100; // original value: 50
#declare TP_RAYLEIGH_DENSITY_MAX = 0.15; // original value: 1

#declare TP_RAYLEIGH_AMOUNT = 2.3;

#declare _tp_rayleigh_density = density
{
     function
     {
 
TP_RAYLEIGH_DENSITY_MAX*exp(-_tp_rayleigh_power*(sqrt(x*x+(y+TP_PLANET_RADIUS)*(y+TP_PLANET_RADIUS)+z*z)

- TP_PLANET_RADIUS)/TP_ATMO_THICKNESS)
     }
}

#declare TP_RAYLEIGH_SCATTERING_COLOR = rgb <0.135, 0.33, 1>;

#declare TP_ATMO_INTERVALS = 3; // Necessary for good integration
#declare TP_ATMO_SAMPLES = 10;
#declare TP_ATMO_METHOD = 3; // Adaptive

#declare TP_ATMO_BOTTOM = 0;

#declare _tp_rayleigh_media =
media
{
   method TP_ATMO_METHOD
   intervals TP_ATMO_INTERVALS
   samples TP_ATMO_SAMPLES
   scattering
   {
     4, TP_RAYLEIGH_AMOUNT*TP_RAYLEIGH_SCATTERING_COLOR/TP_ATMO_THICKNESS
     extinction 1
   }
   density
   {
     _tp_rayleigh_density
   }
}

#declare _tp_rayleigh_atmosphere = difference
{
     sphere {0, TP_PLANET_RADIUS + TP_ATMO_BOTTOM + TP_ATMO_THICKNESS 
translate -TP_PLANET_RADIUS*y}
     sphere {0, TP_PLANET_RADIUS + TP_ATMO_BOTTOM translate 
-TP_PLANET_RADIUS*y}
     hollow
     pigment {rgbt 1}
     interior {media{_tp_rayleigh_media}}
     translate TP_PLANET_RADIUS*y
}

// Water

	  sphere
           {
	    0, 1
	    material {
	      texture {
		pigment {
		  color rgbt <1, 1, 1, 1>
		}
		finish {
		  diffuse 0 // no ambient set at all! Defaults?

		  reflection {
		    <0.03, 0.03, 0.04>, <0.75, 0.75, 1>
		    exponent 1.2
		    falloff 5
		    fresnel on
		  }

		  phong 1
		  phong_size 2500000
		}
		normal
		{
		  bozo 1.5
		  bump_size 0.5
		  scale 0.00000013
		}
		
		
	      }
	      interior {
		ior 1.34
	      }
	    }

// Land

#declare T_Ghurghusht=
texture
{
   pigment { color rgb <0.98, 0.85, 0.45> }
   finish { ambient 0.003 diffuse 1 brilliance 0.98 }
}

The land is probably visible only because of the low assumed_gamma (1.0)...


but the water (and the land) looks like it
> has a non-zero ambient setting, which will make it show up instead of being
> black.  Perhaps I can be more helpful if you post the code for the water.
>
> The bright speckles on the hills look like radiosity artifacts (leakage).

I don't use any radiosity in this scene!

> The
> banding looks like media settings (too few samples).

Doubtful... I increased the samples from 3 to 10 (it now takes ages to 
render), but the transition is still banded!

See you in Khyberspace!

Yadgar


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