POV-Ray : Newsgroups : povray.binaries.images : Steam Fog: First WIP : Re: Steam Fog: First WIP Server Time
1 May 2024 20:06:15 EDT (-0400)
  Re: Steam Fog: First WIP  
From: Thomas de Groot
Date: 27 Feb 2019 02:24:01
Message: <5c763b11$1@news.povray.org>
On 26-2-2019 19:48, MichaelJF wrote:
> 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.
> 

I have yet to test the second media I confess. ;-)

Something interesting to do [hint] is to put the density scale /after/ 
the warp{turbulence}. Makes things a bit complicated but worth the 
experiment.
-- 
Thomas


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