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Le 17-10-25 à 14:57, Stephen a écrit :
> On 25/10/2017 17:31, Bald Eagle wrote:
>> "cbpypov" <nomail@nomail> wrote:
>>> Hi,
>>>
>>> I'm trying to render a high quality "cover art" for a physics thesis
>>> (nanophotonics). I have basically two questions:
>>>
>>> 1. What is the best way to generate a "glowing field distribution"?
>>> 2. What is the best way to illustrate a light ray or "photon path"
>>> coming from
>>> an emitter, say a small glowing sphere
>>
>> I would say that you should look at Paul Nylander's work
>> http://www.bugman123.com/index.html
>> as he's and engineer, and has done an awful lot of very professional
>> quality
>> scientific visualization with POV-Ray.
>>
>>> For 1): Say I have field values in 3D that I could assign to desired
>>> colors and
>>> brightness values. So that that I have e.g. a list of (x, y, z, R, G, B,
>>> brightness).
>> .....
>>> So how can I achieve something like
>>> this?
>>
>> You use an EMISSIVE media.
>> I'd also consider generating your field as a df3 file, and then you
>> can "sculpt"
>> the media density with that df3 information.
>>
>
> DF3s are probably the way to do it. One drawback is that PovRay uses
> df3s as a monochrome input. So you would need three of them to R G & B
> images. jr might be able to help you with the df3 format as he is
> working on a set of df3 utilities.
>
> The code I use for rendering in colour with df3s is:
>
> #declare PF = 64 ; // multiplication factor
>
> #declare Df3_Material0 =
> material{
> texture {
> pigment {
> colour rgbft <1.000,1.000,1.00,0.000,1.000>
> }
>
> }
>
> interior{
> //ior 1.000
> //caustics 0.000
> //dispersion 1.000
> //dispersion_samples 7.000
> //fade_power 0.000
> //fade_distance 0.000
> //fade_color rgb <0.000,0.000,0.000>
Those can, and should, be omited.
> media {
> method 3
> // intervals 10
MUST stay at 1. Don't use intervals is best.
> //samples 1, 1
// May be omited : Use 10 samples by default
// Second value NOT used.
> //confidence 0.900
> //variance 0.008
> //ratio 0.900
// All 3 NOT used with method 3
> absorption rgb <0.000,0.000,0.000>
> emission rgb <1.000,0.000,0.000> * PF
> aa_threshold 0.050
> aa_level 4
> density {
> density_file df3 "Your_red.df3"
> interpolate 2
> }
>
> }
> By default, method 3 use only 1 interval and 10 samples.
Using more that a single intervals will dramatically increase the time
required by your render.
If you need more sampling, simply increase the samples vlue.
As only a single interval is used, only the first samples value is ever
used. A second valus, if present, is silently ignored.
Also, confidence, variance and ratio, are used to distribute samples
within various intervals, they are not used, and silently ignored.
intervals 1 samples 500
is much faster than
intervals 10 samples 5
for 10 times as many samples.
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