POV-Ray : Newsgroups : povray.binaries.images : Battlemech WIP media Server Time
18 Nov 2024 12:20:31 EST (-0500)
  Battlemech WIP media (Message 1 to 6 of 6)  
From: f00
Subject: Battlemech WIP media
Date: 15 Aug 2002 21:16:34
Message: <3d5c5272@news.povray.org>
HI all,

here's the new version of my mech scene. I'm currently working on the media
above the heigth field but I just can't get it to work properly. At the
moment, the effect is just on the surface of the translated/transparent
height field, and I can't get it positioned acurately inside an object with
the same surface. Mainly because I don't know the proper CSG, if it is
possible that way at all.
Second, I'll have to work on the ( still not existing) clouds in the
background.
If someone can help me with this or has any suggestions, I'd be pleased to
hear some.

thx in adv.

f00


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Attachments:
Download 'Mech_WIP_Desert.jpg' (14 KB)

Preview of image 'Mech_WIP_Desert.jpg'
Mech_WIP_Desert.jpg


 

From: Marc-Hendrik Bremer
Subject: Re: Battlemech WIP media
Date: 16 Aug 2002 05:22:19
Message: <3d5cc44b@news.povray.org>
"f00" <f00### [at] freenetde> schrieb im Newsbeitrag
news:3d5c5272@news.povray.org...
> HI all,
>
> here's the new version of my mech scene. I'm currently working on the
media
> above the heigth field but I just can't get it to work properly. At the
> moment, the effect is just on the surface of the translated/transparent
> height field, and I can't get it positioned acurately inside an object
with the same surface.

The code of your media-container height_field would help a lot to find the
problem. Is 'hollow' used`? I has to. Did you use some ior in the container?
You shouldn't IMHO. Is the container reflective?

I like the image so far, keep up the good work!

Marc-Hendrik


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From: f00
Subject: Re: Battlemech WIP media
Date: 16 Aug 2002 05:43:58
Message: <3d5cc95e$1@news.povray.org>
Here's the code for the heigth_field:

#declare Surface_Dust_HF = height_field {
  tga "HF_Desert.tga"
  smooth
    pigment {
    rgbt <1,1,1,1>
  }
  interior {
    media {
      scattering {
        3,
        color rgb <0.0847059, 0.0847059, 0.074902>
        extinction 1
      }
      density {
        gradient z
        turbulence .5
        density_map {
          [ 0.00 color rgb < 0.00, 0.00, 0.00> ]
          [ 0.20 color rgb < 0.00, 0.00, 0.00> ]
          [ 0.40 color rgb < 0.25, 0.25, 0.25> ]
          [ 0.60 color rgb < 0.50, 0.50, 0.50> ]
          [ 0.80 color rgb < 0.75, 0.75, 0.75> ]
          [ 1.00 color rgb < 1.00, 1.00, 1.00> ]
        }
      }
      intervals 1
      scale .0125
      translate y*135
    }
  }
  translate <-.75, -.86, -.125>
  scale <200,50,200>
}
#if (S_Dust)
  object { Surface_Dust_HF translate y*17.5 } //The h_f used for the
footprints is declared separately
#end                                                                 //and
placed a little below.

On the picture it looks like the height_field isn't filled with media,
instead the media seems to be just on the surface of the h_f. As you can see
it's hollow, but isn't a heigth_field a plain object anyway, like a wrinkled
plane which has no interior. This confuses me. If you see something in the
code I don't



"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> schrieb im
Newsbeitrag news:3d5cc44b@news.povray.org...
>
> "f00" <f00### [at] freenetde> schrieb im Newsbeitrag
> news:3d5c5272@news.povray.org...
> > HI all,
> >
> > here's the new version of my mech scene. I'm currently working on the
> media
> > above the heigth field but I just can't get it to work properly. At the
> > moment, the effect is just on the surface of the translated/transparent
> > height field, and I can't get it positioned acurately inside an object
> with the same surface.
>
> The code of your media-container height_field would help a lot to find the
> problem. Is 'hollow' used`? I has to. Did you use some ior in the
container?
> You shouldn't IMHO. Is the container reflective?
>
> I like the image so far, keep up the good work!
>
> Marc-Hendrik
>
>


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From: Tim Nikias
Subject: Re: Battlemech WIP media
Date: 16 Aug 2002 06:20:31
Message: <3d5cd1ef$1@news.povray.org>
You should try and put the samples min,max keyword
after intervals, and for future changes perhaps put the
"method 3" in there as well.

If you'd use intervals 1 method 3 samples 10,30 you could
probably get better results...

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
"f00" <f00### [at] freenetde> schrieb im Newsbeitrag
news:3d5cc95e$1@news.povray.org...
> Here's the code for the heigth_field:
>
> #declare Surface_Dust_HF = height_field {
>   tga "HF_Desert.tga"
>   smooth
>     pigment {
>     rgbt <1,1,1,1>
>   }
>   interior {
>     media {
>       scattering {
>         3,
>         color rgb <0.0847059, 0.0847059, 0.074902>
>         extinction 1
>       }
>       density {
>         gradient z
>         turbulence .5
>         density_map {
>           [ 0.00 color rgb < 0.00, 0.00, 0.00> ]
>           [ 0.20 color rgb < 0.00, 0.00, 0.00> ]
>           [ 0.40 color rgb < 0.25, 0.25, 0.25> ]
>           [ 0.60 color rgb < 0.50, 0.50, 0.50> ]
>           [ 0.80 color rgb < 0.75, 0.75, 0.75> ]
>           [ 1.00 color rgb < 1.00, 1.00, 1.00> ]
>         }
>       }
>       intervals 1
>       scale .0125
>       translate y*135
>     }
>   }
>   translate <-.75, -.86, -.125>
>   scale <200,50,200>
> }
> #if (S_Dust)
>   object { Surface_Dust_HF translate y*17.5 } //The h_f used for the
> footprints is declared separately
> #end                                                                 //and
> placed a little below.
>
> On the picture it looks like the height_field isn't filled with media,
> instead the media seems to be just on the surface of the h_f. As you can
see
> it's hollow, but isn't a heigth_field a plain object anyway, like a
wrinkled
> plane which has no interior. This confuses me. If you see something in the
> code I don't
>
>
>
> "Marc-Hendrik Bremer" <Mar### [at] t-onlinede> schrieb im
> Newsbeitrag news:3d5cc44b@news.povray.org...
> >
> > "f00" <f00### [at] freenetde> schrieb im Newsbeitrag
> > news:3d5c5272@news.povray.org...
> > > HI all,
> > >
> > > here's the new version of my mech scene. I'm currently working on the
> > media
> > > above the heigth field but I just can't get it to work properly. At
the
> > > moment, the effect is just on the surface of the
translated/transparent
> > > height field, and I can't get it positioned acurately inside an object
> > with the same surface.
> >
> > The code of your media-container height_field would help a lot to find
the
> > problem. Is 'hollow' used`? I has to. Did you use some ior in the
> container?
> > You shouldn't IMHO. Is the container reflective?
> >
> > I like the image so far, keep up the good work!
> >
> > Marc-Hendrik
> >
> >
>
>


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From: Marc-Hendrik Bremer
Subject: Re: Battlemech WIP media
Date: 16 Aug 2002 08:27:38
Message: <3d5cefba@news.povray.org>
"f00" <f00### [at] freenetde> schrieb im Newsbeitrag
news:3d5cc95e$1@news.povray.org...
> As you can see  it's hollow, but isn't a heigth_field a plain object
anyway, like a wrinkled
> plane which has no interior.

No, your HF is not hollow! It's totally transparent, but that's another
thing! Have a look at the docs and search for "hollow". Without this
keyword, your media won't work. Believe me, it's a mistake I've made to
often. You had that keyword in your media-sphere, just put it in here, too.

And yes, a HF is just a "thin surface" but nonetheless the inside and
outside of the HF is defined IIRC. It's the same as with meshes, which may
have an interior as well. IIRC POV takes the volume after the first
intersection with the object as inside, after the second intersection (of
the same ray) as outside etc. This may be simplified though.

Marc-Hendrik


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From: f00
Subject: Re: Battlemech WIP media
Date: 16 Aug 2002 16:19:04
Message: <3d5d5e38$1@news.povray.org>
Hey all,

thank you very much for your advice, it actually does work a little more the
way I want it to! The interior of the height_field is now properly filled
with media.
I'm pretty content with the result, therefore I'll now start working on the
sky to increase the depth of the picture. When I have a better idea of how
the final image should look, I will post a new picture for you to see.

Thanks to all of you again, I really appreciate your willingness to help
other people out with your experience.

Good bye so far,

f00


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