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Continuing with the idea of shading a 2D texture to appear 3D.
The trick seems to be to pick a point and march along a ray on the sky
plane toward the sun, sampling the 2D cloud texture along the way. Based
on the samples collected, the point is assigned a degree of
"illumination" or brightness.
I have a lot of fun with the idea, but so far my implementation is no
where near as elegant as I think it could be. Come to think of it,
writing it as a shader for POVman might be smoother.
What's here is a set of layered textures which have the following tasks
(in order): sky color, sun and sun glow, base cloud color, cloud
illumination, haze, flare.
What's not here is any attempt at implementing pronounced forward
scattering or multiple scattering effects. There is also no
comprehensive model which steers the different colors - they are all set
individually through trial and error (and will probably still be off
when I get a chance to look at them on a CRT!).
Abe
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Attachments:
Download 'sunset_progression.jpg' (71 KB)
Download 'sunset.jpg' (62 KB)
Preview of image 'sunset_progression.jpg'
Preview of image 'sunset.jpg'
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4081f656@news.povray.org...
> Continuing with the idea of shading a 2D texture to appear 3D.
/...
Splendid!
Marc
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Abe nous apporta ses lumieres ainsi en ce 2004/04/17 23:29... :
> Continuing with the idea of shading a 2D texture to appear 3D.
>
> The trick seems to be to pick a point and march along a ray on the sky
> plane toward the sun, sampling the 2D cloud texture along the way.
> Based on the samples collected, the point is assigned a degree of
> "illumination" or brightness.
>
> I have a lot of fun with the idea, but so far my implementation is no
> where near as elegant as I think it could be. Come to think of it,
> writing it as a shader for POVman might be smoother.
>
> What's here is a set of layered textures which have the following
> tasks (in order): sky color, sun and sun glow, base cloud color, cloud
> illumination, haze, flare.
>
> What's not here is any attempt at implementing pronounced forward
> scattering or multiple scattering effects. There is also no
> comprehensive model which steers the different colors - they are all
> set individually through trial and error (and will probably still be
> off when I get a chance to look at them on a CRT!).
>
> Abe
>
> ------------------------------------------------------------------------
>
>
> ------------------------------------------------------------------------
>
The big one look like an actual photo, I've seen real clouds loking the
same. Very realistic. I'm using a CTR.
Alain
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V.v.v.v.v.v.v.v.v.v.v. nice whats the render time like on these?
"Abe" <bul### [at] taconicnet> wrote in message
news:4081f656@news.povray.org...
> Continuing with the idea of shading a 2D texture to appear 3D.
>
> The trick seems to be to pick a point and march along a ray on the sky
> plane toward the sun, sampling the 2D cloud texture along the way. Based
> on the samples collected, the point is assigned a degree of
> "illumination" or brightness.
>
> I have a lot of fun with the idea, but so far my implementation is no
> where near as elegant as I think it could be. Come to think of it,
> writing it as a shader for POVman might be smoother.
>
> What's here is a set of layered textures which have the following tasks
> (in order): sky color, sun and sun glow, base cloud color, cloud
> illumination, haze, flare.
>
> What's not here is any attempt at implementing pronounced forward
> scattering or multiple scattering effects. There is also no
> comprehensive model which steers the different colors - they are all set
> individually through trial and error (and will probably still be off
> when I get a chance to look at them on a CRT!).
>
> Abe
>
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