POV-Ray : Newsgroups : povray.binaries.images : Rolling mist - NOT Server Time
7 Nov 2024 17:28:46 EST (-0500)
  Rolling mist - NOT (Message 1 to 9 of 9)  
From: Gail Shaw
Subject: Rolling mist - NOT
Date: 15 Jun 2004 16:09:35
Message: <40cf577f@news.povray.org>
Anyone had any success in getting rolling mist with media? I've been
experimenting for days and this is the best I can get.

Advice, tips, suggestions please???

Thanks very much
Gail

-- code follows

plane {y,-0.5 pigment {rgb <0,0,0.5>}}

box {<-20,0.001,-10>,<35,1,25>
 material {
  texture {pigment {Clear} finish {ambient 0 diffuse 0}}
  interior {
   media {
    emission 0.5
    scattering {2, rgb 0.7 extinction 0.5}
    density {
     gradient z
     color_map {
      [0.0 rgb 1]
      [0.3 rgb 0.1]
      [1.0 rgb 0]
     }
     scale <1,1,35> //55
     translate z*-10
    }
    density {
     function {y-f_noise3d(x*2,y,z*2)*0.5+0.3}  // +0.4
     color_map {
      [0.0 rgb 1]
      [0.4 rgb 0.5]
      [0.8 rgb 0.5]
      [1.0 rgb 0]
     }
    }
   }
  }
 }
 hollow
 scale <1,0.4,1>
 translate y*-0.5
}


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Attachments:
Download 'SwampMistTest.jpg' (18 KB)

Preview of image 'SwampMistTest.jpg'
SwampMistTest.jpg


 

From: Mick Hazelgrove
Subject: Re: Rolling mist - NOT
Date: 16 Jun 2004 02:39:04
Message: <40cfeb08@news.povray.org>
Try planar instead of gradient z - sometimes works!


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From: Slime
Subject: Re: Rolling mist - NOT
Date: 16 Jun 2004 03:37:38
Message: <40cff8c2$1@news.povray.org>
>      function {y-f_noise3d(x*2,y,z*2)*0.5+0.3}  // +0.4

I'm wondering why you're basing your function off of the height, when you've
already got a gradient y pattern density. Why don't you just use f_noise3d
without the "y - "?

Also, try adding some turbulence. You may also try changing your second
color_map to something more like

color_map {
      [0.0 rgb 1]
      [0.5 rgb 0.5]
      [0.7 rgb 0]
}

which would create some areas that wouldn't be cloudy.

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


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From: Gail Shaw
Subject: Re: Rolling mist - NOT
Date: 16 Jun 2004 06:02:34
Message: <40d01aba@news.povray.org>
"Slime" <fak### [at] emailaddress> wrote in message
news:40cff8c2$1@news.povray.org...
> >      function {y-f_noise3d(x*2,y,z*2)*0.5+0.3}  // +0.4
>
> I'm wondering why you're basing your function off of the height, when
you've
> already got a gradient y pattern density. Why don't you just use f_noise3d
> without the "y - "?
>

I don't have a gradient y. I've got a gradient z to stop the backgroud
getting too bright

Gail
--
*************************************************************************
* gsh### [at] sentechsacom        *  If one is going to lose one's mind,     *
* http://gail.rucus.net/     *  one might as well savor the experience  *
*************************************************************************
* This is how the world ends. Swallowed in fire, but not in darkness    *
*************************************************************************


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From: Gail Shaw
Subject: Re: Rolling mist - NOT
Date: 16 Jun 2004 06:06:12
Message: <40d01b94@news.povray.org>
"Mick Hazelgrove" <mic### [at] mhazelgrovefsnetcouk> wrote in message
news:40cfeb08@news.povray.org...
> Try planar instead of gradient z - sometimes works!
>

The gradient z is just to keep the background from getting too bright. It
has no effect on the
foreground mist

Gail
--
*************************************************************************
* gsh### [at] sentechsacom        *  If one is going to lose one's mind,     *
* http://gail.rucus.net/     *  one might as well savor the experience  *
*************************************************************************
* This is how the world ends. Swallowed in fire, but not in darkness    *
*************************************************************************


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From: Gail Shaw
Subject: Re: Rolling mist - Without the Gradient z
Date: 16 Jun 2004 06:36:12
Message: <40d0229c@news.povray.org>
This is what it looks like if I take the gradient z out


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Attachments:
Download 'SwampMistTest2.jpg' (18 KB)

Preview of image 'SwampMistTest2.jpg'
SwampMistTest2.jpg


 

From: Marc Jacquier
Subject: Re: Rolling mist - Without the Gradient z
Date: 16 Jun 2004 11:56:32
Message: <40d06db0@news.povray.org>

40d0229c@news.povray.org...
> This is what it looks like if I take the gradient z out

Maybe it is caused by extinction 0.5 ?

Marc


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From: Hughes, B 
Subject: Re: Rolling mist - NOT
Date: 16 Jun 2004 13:16:16
Message: <40d08060$1@news.povray.org>
Hi there Gail.

I tried something with it by using repeat warps and turbulence and-- well, I
ended up changing it to the point where I think it best to paste it into the
message here so you can see what I see when rendering it. It's somewhat like
a rolling fog bank or cloud.
Just got a little slow to render, though, because it needed samples added to
smooth it out. In fact, it might be too choppy-looking to be useful unless
something is changed.
Hmm, like sine_wave for the second density, which I just now commented into
this. Yeah, that doesn't look too bad, to me anyway. Still having trouble
with a overly one direction wave appearance I wanted to control but I'll
stop there.

Bob H.

/* BEGIN rolling fog or cloud */

camera {location <5,2,-5> angle 60 look_at 0}

light_source {-1000*z,1 rotate <45,30,0>}

#include "functions.inc"

plane {y,-0.5 pigment {rgb <0,0,0.5>}}

box {<-20,0.001,-10>,<35,2,25>
 material {
  texture {pigment {color rgbf 1} finish {ambient 0 diffuse 0}}
  interior {
   media {
     // samples 15 // smoother
    emission 0.5
    scattering {2, rgb 0.1 extinction 1}
    density {
     gradient z
     color_map {
      [0.0 rgb 1]
      [0.3 rgb 0.1]
      [1.0 rgb 0]
     }
     scale <1,1,35> //55
     translate z*-10
    }
    density {
     function {
      ((z/4)*f_noise3d(x/3,y*2,z)) // don't ask... only guessing.
      *
      (f_noise3d(x*2,y,z*2)*0.5) // *0.5
     }
     color_map {
      [0.0 rgb 0.75]
      [0.4 rgb 0.5]
      [0.6 rgb 0.25]
      [1.0 rgb 0]
     }
     // sine_wave // softer
     warp {repeat y/3 offset <1,4,3>/5 flip <0,1,1>}
     warp {turbulence <0.1,0.3,1.2>}
     warp {repeat z*4 offset <2,3,4>/5 flip <1,1,0>}
     warp {turbulence <0.4,0.2,1.3>}
    }
   }
  }
 }
 hollow
 //scale <1,0.4,1>
 translate -y
}

/* END */


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From: Gail Shaw
Subject: Re: Rolling mist - NOT
Date: 16 Jun 2004 15:43:25
Message: <40d0a2dd@news.povray.org>
Thanks. I'll give it a try.

Media is still somewhat trial and error for me (mostly error *grin*)

Gail
--
*************************************************************************
* gsh### [at] sentechsacom        *  If one is going to lose one's mind,     *
* http://gail.rucus.net/     *  one might as well savor the experience  *
*************************************************************************
* This is how the world ends. Swallowed in fire, but not in darkness    *
*************************************************************************


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