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From: Abe
Subject: Shadows in atmosphere
Date: 2 Apr 2003 22:55:51
Message: <3e8bb0c7@news.povray.org>
Exploring shadows cast into the atmosphere. The atmosphere is a media brew
consisting of: a) blue scattering media, b) blue absorption media and c)
"media fog" comprised of scattering and absorption media. The colors and
densities needed to be tweaked for the different conditions (i.e. sunset v.
noon). This is all probably kind of overboard, but I thought the results
were neat.

--
Abe
============
http://www2.taconic.net/bullfrog/sky
============


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Attachments:
Download 'gold_shadow.jpg' (69 KB) Download 'blue_shadow.jpg' (68 KB)

Preview of image 'gold_shadow.jpg'
gold_shadow.jpg

Preview of image 'blue_shadow.jpg'
blue_shadow.jpg


 

From: Slime
Subject: Re: Shadows in atmosphere
Date: 3 Apr 2003 00:12:16
Message: <3e8bc2b0$1@news.povray.org>
> This is all probably kind of overboard, but I thought the results
> were neat.

The results are *beautiful*!

 - Slime
[ http://www.slimeland.com/ ]


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From: Marc Jacquier
Subject: Re: Shadows in atmosphere
Date: 3 Apr 2003 01:46:57
Message: <3e8bd8e1$1@news.povray.org>
Very nice
You are using different scattering types for each media aren't you?

Marc


3e8bb0c7@news.povray.org...
> Exploring shadows cast into the atmosphere. The atmosphere is a media brew
> consisting of: a) blue scattering media, b) blue absorption media and c)
> "media fog" comprised of scattering and absorption media. The colors and
> densities needed to be tweaked for the different conditions (i.e. sunset
v.
> noon). This is all probably kind of overboard, but I thought the results
> were neat.
>
> --
> Abe
> ============
> http://www2.taconic.net/bullfrog/sky
> ============
>
>
>


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From: St 
Subject: Re: Shadows in atmosphere
Date: 3 Apr 2003 01:50:42
Message: <3e8bd9c2@news.povray.org>
"Abe" <bul### [at] taconicnet> wrote in message
news:3e8bb0c7@news.povray.org...

  They both work for me. Very nice effects.

  ~Steve~


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From: Florian Brucker
Subject: Re: Shadows in atmosphere
Date: 3 Apr 2003 05:58:33
Message: <3e8c13d9@news.povray.org>
hey abe

i like them a lot!

i'm still trying to decide if i will use media skies for my next image. they
can look that cool (like your's), but my experiments rather looked euhm,
ugly.
perhaps i'll just have to try some more...

what's the render time and what did you use for the landscape? iso-surfaces,
i suppose?

florian


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From: Abe
Subject: Re: Shadows in atmosphere
Date: 3 Apr 2003 06:45:13
Message: <web.3e8c1d8d2831a9512f595c680@news.povray.org>
Slime wrote:
>> This is all probably kind of overboard, but I thought the results
>> were neat.
>
>The results are *beautiful*!
>
> - Slime
>

Thanks! And thanks for your patch too - very helpful.

Abe


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From: Thomas Willhalm
Subject: Re: Shadows in atmosphere
Date: 3 Apr 2003 06:50:03
Message: <3e8c1feb@news.povray.org>
Abe wrote:

> Exploring shadows cast into the atmosphere. The atmosphere is a media brew
> consisting of: a) blue scattering media, b) blue absorption media and c)
> "media fog" comprised of scattering and absorption media. The colors and
> densities needed to be tweaked for the different conditions (i.e. sunset
> v. noon). This is all probably kind of overboard, but I thought the
> results were neat.

Very nice indeed. IMO it comes close to a photo. Unfortunately I cannot
point out why it's "close to" and not "like a" photo.

Thomas


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From: Abe
Subject: Re: Shadows in atmosphere
Date: 3 Apr 2003 07:05:03
Message: <web.3e8c22222831a9513f8e7b2e0@news.povray.org>
Marc Jacquier wrote:
>Very nice
>You are using different scattering types for each media aren't you?
>

The media types are as follows:

atmospheric scattering - scattering media (type 4)and no extinction.
Although this is usually quite strongly blue, it needed to be tempered for
sunset colors.

atmospheric absorption - absorption media. The absorption color is
predominantly blue (or conversely very low in the orange). This complements
the blue scattering, but is not locked to it like extinction.

haze - a media fog formula comprised of absorption and scattering (type 1)
media.
Better to explain it by example.

#declare haze_thickness=.03;
#declare haze_lightness=.7;
media{
   scattering {1 rgb haze_thickness*haze_lightness/10 extinction 0}
   absorption rgb haze_thickness/10
   method 2 intervals 2 samples 6,6
}

Briefly, haze_thickness controls the overall intensity of the effect and
haze_lightness controls how light or dark the haze is. I call it haze, but
it makes a decent fog which responds well to light beams.

Thats about it.

Abe


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From: Abe
Subject: Re: Shadows in atmosphere
Date: 3 Apr 2003 07:10:04
Message: <web.3e8c24772831a9513f8e7b2e0@news.povray.org>
Florian Brucker wrote:
>hey abe
>
>i like them a lot!
>
>i'm still trying to decide if i will use media skies for my next image. they
>can look that cool (like your's), but my experiments rather looked euhm,
>ugly.
>perhaps i'll just have to try some more...
>
>what's the render time and what did you use for the landscape? iso-surfaces,
>i suppose?
>
>florian
>

The landscapes are height_fields. The render times for each image were very
different because I was experimenting with alot of different parameters.
Roughly the first was about 0h 30m and the second about 2h 30m on a P4
2.4GHz.

Abe


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From: Marc Jacquier
Subject: Re: Shadows in atmosphere
Date: 3 Apr 2003 11:32:56
Message: <3e8c6238@news.povray.org>
Thanks a lot for your tips :)

Marc


web.3e8c22222831a9513f8e7b2e0@news.povray.org...
> Marc Jacquier wrote:
> >Very nice
> >You are using different scattering types for each media aren't you?
> >
>
> The media types are as follows:
>
> atmospheric scattering - scattering media (type 4)and no extinction.
> Although this is usually quite strongly blue, it needed to be tempered for
> sunset colors.
>
> atmospheric absorption - absorption media. The absorption color is
> predominantly blue (or conversely very low in the orange). This
complements
> the blue scattering, but is not locked to it like extinction.
>
> haze - a media fog formula comprised of absorption and scattering (type 1)
> media.
> Better to explain it by example.
>
> #declare haze_thickness=.03;
> #declare haze_lightness=.7;
> media{
>    scattering {1 rgb haze_thickness*haze_lightness/10 extinction 0}
>    absorption rgb haze_thickness/10
>    method 2 intervals 2 samples 6,6
> }
>
> Briefly, haze_thickness controls the overall intensity of the effect and
> haze_lightness controls how light or dark the haze is. I call it haze, but
> it makes a decent fog which responds well to light beams.
>
> Thats about it.
>
> Abe
>
>
>
>
>


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