POV-Ray : Newsgroups : povray.binaries.images : Steam Fog: First WIP : Re: Steam Fog: First WIP Server Time
1 May 2024 20:49:29 EDT (-0400)
  Re: Steam Fog: First WIP  
From: Thomas de Groot
Date: 26 Feb 2019 05:15:36
Message: <5c7511c8@news.povray.org>
On 24-2-2019 20:20, MichaelJF wrote:
> Hi Thomas,
> this time a didn't click accidentally into the image while converting it 
> to jpg with the GIMP, but with purpose. In the marked area you can see 
> the sharp edges I mean. The code was
> 
> #if(SteamFog)
>     #declare DensBoden1= density {
>        agate
>        agate_turb 1
>        density_map {
>           [ 0 rgb <1,1,1>/5 ]
>           //[ 0.02 rgb <1,1,1> ]
>           [ 0.03 rgb <0,0,0> ]
>           [ 1 rgb <0,0,0> ]
>        }
>     }
> 
>     #declare DensBoden3= density {
>        agate
>        agate_turb 1
>        density_map {
>           [ 0 rgb <1,1,1>/5 ]
>           //[ 0.02 rgb <1,1,1> ]
>           [ 0.02 rgb <0,0,0> ]
>           [ 1 rgb <0,0,0> ]
>        }
>        scale <5,50,5>
>        //warp { turbulence <0.5,0.1,0.5> }
>        //rotate <0,90,0>
>     }
> 
>     #declare DensLuft = density {
>        rgb <0,0,0>
>     }
>     box { <-150,0.001,-15>,<150.01,1,150> pigment { rgbt 1 } hollow
>        interior {
>           media {
>              scattering { 2, White/5 }
>              //absorption <0,0.25,1>
>              //intervals 25
>              samples 64
>              density {
>                 gradient y
>                 density_map {
>                    [ 0 DensBoden1 ]
>                    [ 0.5 DensBoden1 ]
>                    [ 0.6 DensLuft ]
>                    [ 1 DensLuft ]
>                 }
>                 scale <1,2,1> translate <0,-0.5,0> // avoid repetition

> at height 1
>                 warp { turbulence <0.01,0.4,0.01> }
>              }
>           }
>           media {
>              scattering { 2, White/5 }
>              //absorption <0,0.25,1>
>              //intervals 25
>              samples 64
>              density {
>                 gradient y
>                 density_map {
>                    [ 0 DensBoden3 ]
>                    [ 0.5 DensBoden3 ]
>                    [ 0.6 DensLuft ]
>                    [ 1 DensLuft ]
>                 }
>                 scale <1,2,1> translate <0,-0.5,0> // avoid repetition

> at height 1
>                 warp { turbulence <0.01,0.3,0.01> }
>              }
>           }
>           #if(GlobalFog)
>              media { scattering {2, White/5 } density { rgb 0.001 } }
>           #end
>        }
>     }
>     #if(GlobalFog)
>        box { <-100,1.001,-5.9>,<100,25,130> pigment { rgbt 1} hollow
>           interior {
>              media { scattering {2, White/5 } density { rgb 0.0001 } }
>           }
>        }
>     #end
> #end
> 
> GlobalFog was activated. May be I have overlooked some thing or the other.
> 

My first tests of your code confirms me that the sharp edge is the 
result of the container boundary, not of any different behaviour of density.

I want to test different options yet.

-- 
Thomas


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