POV-Ray : Newsgroups : povray.binaries.images : Steam Fog: First WIP : Re: Steam Fog: First WIP Server Time
2 May 2024 03:06:56 EDT (-0400)
  Re: Steam Fog: First WIP  
From: MichaelJF
Date: 26 Feb 2019 13:48:41
Message: <5c758a09$1@news.povray.org>
Am 26.02.2019 um 11:15 schrieb Thomas de Groot:
> 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.
> 
Hm,
the problem seems to be within the second media statement (the first 
produces some ground noise only). The container boundary is at level y=1 
(y is up here). The transition between DensBoden3 and DensLuft(=nothing) 
is between 0.5 and 0.6 scaled to 1 and 1.2 but then translated to 0.5 
and 0.7 which is beneath the container boundary for sure.

Many thanks
Michael


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