POV-Ray : Newsgroups : povray.binaries.images : Shadow Problem Server Time
15 Nov 2024 22:25:26 EST (-0500)
  Shadow Problem (Message 1 to 3 of 3)  
From: Tim McMurdo
Subject: Shadow Problem
Date: 17 Apr 2003 18:13:32
Message: <3e9f270c@news.povray.org>
I am working on water and sky for my USS Niagara WIP. THe problem I am
running into is the spots in the sky. The biggest and most visible is at the
far right. I thought it was a radiosity problem at first, but after working
radiosity for a while, I don't think it is anymore. Anybody have an Idea?

Here is the SDL.


#include "Ship Colors"
#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
#include "finish.inc"
#include "glass.inc"
#include "woods.inc"
#include "skies.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"

global_settings {
        radiosity {
                pretrace_start 0.08
                pretrace_end   0.04
                count 800

                nearest_count 5
                error_bound 1.8
                recursion_limit 3

                low_error_factor 0.5
                gray_threshold 0.0
                minimum_reuse 0.015
                brightness 1

                adc_bailout 0.01/2
        }
}

light_source {
  <900000,   0,   0>
  color rgb 1.0
  rotate<180,-40,0>
}

sphere{<0,0,0,>, 1000000 hollow


    texture{P_Cloud1 scale 25000
        finish{ambient .2 diffuse .6} rotate<180,0,0>}
}


sphere {<0,0,0>,  1000001 hollow
        texture{
                  pigment {
                    gradient y
                    color_map {
                      [0.0 rgb <0.6,0.7,1.0>*1.1]
                      [0.9 rgb <0.0,0.1,0.8>]
                    }
                    scale <1,2000000,1>

                  }
        }
}





#declare Scale_Z = 0.02;
#declare T_Foam =
        texture {
                bozo
                texture_map{
                        [ 0.0 pigment{ rgbt <0.4,0.5,0.3, 0.9>}]
                        [ 0.5 pigment{ rgbt <0.4,0.5,0.3, 0.9>}]
                        [ 1.0 pigment{ rgbt <4,4,4, 0>}]
                }
                scale 100
        }
#declare M_Watx =
        material {
                texture{
                        gradient y
                        texture_map{

                                [0.0 pigment {color rgbt <0.4,0.5,0.3,
0.9>}finish {diffuse 0.3 ambient 0.0 reflection {0.03, 1.0 fresnel
on }conserve_energy specular 0.4 roughness 0.003}]
                                [1.0 pigment {color rgbt <0.4,0.5,0.3,
0.9>}finish {diffuse 0.3 ambient 0.0 reflection {0.03, 1.0 fresnel
on }conserve_energy specular 0.4 roughness 0.003}]
                        }
                        scale<1,1000,1>
                }
                interior {
                        ior 1.33
                        fade_distance 0.3
                        fade_power 1001
                        fade_color <0.4, 0.5, 0.47>
                }
        }
#include "waves.inc"

#declare MAX_WAVES = 50;


#declare fn_Water1=
function {
  Waves(0, 5.2, clock*3.25, 70) * 0.024 + 0.5
}
#declare MAX_WAVES = 2;
#declare fn_Water2=
function {
  Waves(0, 35, clock*3.25, 3000) *.05
}

#declare Siz=900000;
#declare Height=700;
#declare Foam =
        height_field {

          function 300, 300 { (fn_Water1(x, y, 0)+fn_Water2(x, y, 0))/2  }


          water_level 0.85
          smooth

          translate <-0.5,-0.5,0.5>



          hollow on
          rotate<0,0,0>
          scale <Siz,Height,Siz>
        }
#declare Water =
        height_field {

          function 300, 300 { (fn_Water1(x, y, 0)+fn_Water2(x, y, 0))/2  }

          smooth

          translate <-0.5,-0.5,0.5>



          hollow on
          rotate<0,0,0>
          scale <Siz,Height,Siz>
        }


#declare OceanSurface =
        union{
                object{Water material{M_Watx}}
        }

object{OceanSurface}
object{OceanSurface translate<0,0,-Siz>}
object{OceanSurface translate<-Siz,0,-Siz>}
object{OceanSurface translate<-Siz,0,0>}


plane {  y, -2500  texture {    pigment {      color rgb <0.9, 0.88,
5>    }  }  hollow on}



//#include "Shipinc.inc"
//object{Ship translate<0,1000,0>}
camera {
        //orthographic

        right 4/3*x*2
        up y
        angle 110
        location  <-15000,2500,-2000>
        look_at   <0,2500,-15000>
        rotate<0,00,0>
        translate<0,0,0>

}

****************************************************************************
***********
****************************************************************************
***********
Thanks for taking a look.

Tim


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Attachments:
Download 'uss niagara2.jpg' (270 KB)

Preview of image 'uss niagara2.jpg'
uss niagara2.jpg


 

From: Kitsune e
Subject: Re: Shadow Problem
Date: 18 Apr 2003 14:40:04
Message: <web.3ea045e268ca6950fb3f5fc60@news.povray.org>
Tim McMurdo wrote:
> THe problem I am running into is the spots in the sky. The biggest and most
> visible is at the far right.

At first I thought that you might have a shadow on the sky i.e. something
was between the light_source and the sky.  I read you code though and I
don't see that problem anywhere, but I do see that you use gradient... in
Povray 3.5 gradient is a ramp_wave.  This means that if your pigment goes
from light blue to dark there will be a place where the dark and light
meet.  I think this is what I am seeing in your scene.  Easy to fix though,
add sine_wave after you "gradient <vector>" and no more line.


Post a reply to this message

From: Tim McMurdo
Subject: Re: Shadow Problem
Date: 19 Apr 2003 07:18:46
Message: <3ea13096$1@news.povray.org>
Thank you very much, you nailed it right away. I added sine_wave and the
problem was corrected.


"Kitsune_e" <kit### [at] hotmailcom> wrote in message
news:web.3ea045e268ca6950fb3f5fc60@news.povray.org...
> Tim McMurdo wrote:
> > THe problem I am running into is the spots in the sky. The biggest and
most
> > visible is at the far right.
>
> At first I thought that you might have a shadow on the sky i.e. something
> was between the light_source and the sky.  I read you code though and I
> don't see that problem anywhere, but I do see that you use gradient... in
> Povray 3.5 gradient is a ramp_wave.  This means that if your pigment goes
> from light blue to dark there will be a place where the dark and light
> meet.  I think this is what I am seeing in your scene.  Easy to fix
though,
> add sine_wave after you "gradient <vector>" and no more line.
>


Post a reply to this message

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