POV-Ray : Newsgroups : povray.advanced-users : Loopable "smoke". : Re: Loopable "smoke". Server Time
5 May 2024 17:15:33 EDT (-0400)
  Re: Loopable "smoke".  
From: Alain
Date: 21 Oct 2015 23:53:40
Message: <56285dc4@news.povray.org>
Le 15-10-21 22:27, Patrick Elliott a écrit :
> Ok, I know its feasible to do this with some textures, if I remember
> but.. Here is what I am trying to do:
>
> 1. Create glass for a display case.
> 2. Place runes on the case surface.
> 3. Alter the effective "visibility" of these runes, using a smoke like
> effect, which follows a clear pattern of changes, and then loops back.
> 4. Use this to produce roughly 64 frames of animation.
>
> optional: 5. Apply actual ior, reflection, etc. effects to the glass,
> using a mockup of the virtual room I plan to use the result in.
>
> This will have to later be copied, frame by frame, into a grid of
> frames, so.. in principle, the resulting image would be 512x64, so that
> it fits into a final image of 1024x1024 (i.e., 2 columns, by 32 rows).
>
> Its the Step 3 that is driving me nuts. I tried something similar, but
> backwards, just using pure Photoshop. Applying smoke to the runes, as a
> mask, then applying another mask to this, which determined how much of
> the runes where actually visible. The result was bloody ugly...
>
> So, I thought - maybe raytracing the smoke would work better? Not sure
> media would be the best thing here though, maybe.. a texture that mimic
> the same result, applied to just the runes?
>
> Seriously. As fascinated as I have always been with this program, to be
> perfectly honest, I never made it much past the "how to build a chair"
> tutorials in the book way back when one was published. lol Nearly
> everything since has been mesh, imported to Second Life, or a few poorly
> done attempts to convince POVRay to do things its not meant to, like..
> using a spherical camera to try to "fake" a displacement map from a
> complex object, and stuff...
>
> I sort of have a vague idea what might work here, but.. :p
>

If you rotate any pattern, it will automaticaly repeat itself for every 
full rotation.
The apparent speed depends on the distance of the pattern from the 
reference axis: Far = fast, close = slow.
You need to play with the scalling of the whole scene or that of the 
pigment to adjust the action buziness.

If you want an upward motion, then, I'd suggest a rotation around the X 
or the Z axis with your container placed some distance in front of the 
X-Y or the Z-Y plane.

Both transparent runes filled with some media or opaque ones may work. 
Try both as the result should be very different.

For the media, you can use emissive edia against a dark background. No 
need to have any light source in this case.
You may use absorming media against a white background to give you an 
inverted contrast effect.
Finaly, a scattering media that may interact with some lighting can give 
yopu interesting effect.
All 3 types of media can be present at the same time.

Simple sample of the concept:
box{<5,5,1><-5, -5, 2> pigment{agate rotate x*clock*360} finish{emission 1}}
camera{location<0,0,-10> look_at 0}

To be run as an animation of whatever length you want.

With another pattern and turbulence:
box{<5,5,1><-5, -5, 2> pigment{bumps warp{turbulence 1} rotate 
x*clock*360} finish{emission 1}}



Alain


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