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On 7-8-2016 0:28, Stephen wrote:
> On 8/6/2016 8:40 PM, Bald Eagle wrote:
>> This looks like a very cool project, and I like the results so far.
>>
>
> Thanks, that's good to know. The more I work on it. The more I see what
> is wrong with it.
Ha! How true. It's a curse ;-)
>
>> Perhaps the dragon may look / show up better if the emission tapered
>> off in a
>> gradient as it moved away from the camera. Think of it as a slightly
>> darker
>> background media for a slightly brighter foreground media.
>>
>> I think you could just define a z-gradient and rotate it based on the
>> camera
>> location relative to the origin. If you need that equation, I can dig
>> it up from
>> one of my scenes.
>>
>
> I see what you mean. It is a good suggestion. Although I think that is a
> refinement that must come at a later stage.
> Thomas and I have a few integration points to discuss. For instance If
> we are both using media then we have to use a common scale in Pov units.
> And it is often hard to to make one media container inside a larger
> media container not obvious. Then there is the problem that I am using a
> PovRay modeller that only supports 3.6 syntax. Although I can use 3.7
> syntax with a workaround. It will not make reading the SDL easy.
> Thomas and I have both used Moray which uses a different coordinate
> system to PovRay. It used Z axis is up. Whereas, as you know PovRay is Y
> axis is up. We have to see how the scenes fit together first.
> (I am just jotting down a few points that come to mind)
>
We have indeed some issues to discuss not in the least the media scale
used. Also, we may need indeed to test how the nested containers are
going to show up.
I posted an image of Bellona with the bridge and river in place. No
nested containers there as I restricted the atmosphere to just above the
water surface (the water is a media) and just below the clouds container.
The foreground is where I imagine the Scorpions to be and we need to
consider their scale with regards to the environment.
Much to do but exciting!
This may perhaps help already: the media used for the atmosphere:
//start code
#declare AtmosScale = <10, 10, 10>;
#declare Atmosphere =
union {
//clouds:
//clouds media here.
//atmospheric haze:
difference {
sphere {0, 490}
plane {y, -0.749}
hollow
material {
texture {pigment {color rgbt 1}}
interior {
media {
intervals 1
samples 50
scattering {5, rgb <1,1,1>*0.03/AtmosScale
eccentricity 0.4
}
density {
spherical
colour_map {
[0 rgb 0]
[1 rgb 1]
}
}
}
}
}
}
scale AtmosScale
rotate 50*z
scale <5, 1.0, 5>
rotate 45*y
}
//end code
--
Thomas
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