POV-Ray : Newsgroups : povray.binaries.images : Steam Fog: First WIP : Re: Steam Fog: First WIP Server Time
17 May 2024 17:43:10 EDT (-0400)
  Re: Steam Fog: First WIP  
From: MichaelJF
Date: 17 Aug 2020 13:11:23
Message: <5f3aba3b$1@news.povray.org>
Am 17.08.2020 um 08:45 schrieb Thomas de Groot:
> Op 16/08/2020 om 18:27 schreef Bald Eagle:
>> MichaelJF <mi-### [at] t-onlinede> wrote:
>>> I failed to
>>> model this thin slice of white in the reflections in the original
>>> photography so far. But I think to "forget" it, is a venial sin.
>>
>> Maybe you can add a cylinder of media that is bisected by the water's 
>> surface?
>> Or layer an AOI texture onto the water?
>>
>> Other than that, I'd look to prior art in the archives, or in other 
>> graphics
>> groups...
>>

>>
>>
>>
> 
> Great job indeed. First thing I thought concerning this issue was: Tom 
> York's diffuse modulation. Maybe it can help you: see his comment in the 
> following thread:
> 
>
http://news.povray.org/povray.newusers/thread/%3Cweb.4393311ed86e519e4114da700@news.povray.org%3E/?ttop=338362&toff=650

> 
> 
Thank you both for your suggestions. May be the addition of an other 
media may cure the problem but I had a lot of difficulties to adjust the 
media as they are so far and will not risk to disturb them by another 
one. The other approach proposed by Thomas is the use of a texture_map 
to the lake similiar to the construction of my sky_sphere. Fortunatelly 
air has no ripples or waves and is more predictable as water. May be I 
must have more patience in modellng a filtering disc with a proper 
scaled hole

disc {
    0,z,20000, unkown hole size
    pigment { colour srgbf <1,0.847,0.333,1> }
    rotate <0,0,-90-degrees(acos(vnormalize(SolarPosition).z))>
    translate SolarPosition/10000
    no_image no_reflection
}

Best regards
Michael


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