POV-Ray : Newsgroups : povray.binaries.images : media again (and again) Server Time
6 Nov 2024 00:27:04 EST (-0500)
  media again (and again) (Message 1 to 9 of 9)  
From: Bryan Valencia
Subject: media again (and again)
Date: 11 Apr 2006 19:29:08
Message: <443c3bc4$1@news.povray.org>
I know I should be able to get this by now, but somehow it's not penetrating
my brain.

I have an outdoor night city scene and I have placed spotlights on the
ground and I want the media to do 2 things.
1. show the light being cast upwards through the city
2. make the distant buildings less clear.

There is a lot of radiosity lighting in this image too, which seems to
complicate things.
Here is the current thing...  I'm using a very big sphere to contain the
media.


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From: Mike Raiford
Subject: Re: media again (and again)
Date: 12 Apr 2006 07:37:32
Message: <443ce67c@news.povray.org>
Bryan Valencia wrote:
> I know I should be able to get this by now, but somehow it's not penetrating
> my brain.
> 
> I have an outdoor night city scene and I have placed spotlights on the
> ground and I want the media to do 2 things.
> 1. show the light being cast upwards through the city
> 2. make the distant buildings less clear.
> 
> There is a lot of radiosity lighting in this image too, which seems to
> complicate things.
> Here is the current thing...  I'm using a very big sphere to contain the
> media.

Try turning off radiosity and working with just the media. Better yet, 
make sure you're using the "hollow" keyword on the containing object.

-- 
~Mike

Things! Billions of them!


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From: Bryan Valencia
Subject: Re: media again (and again)
Date: 12 Apr 2006 08:49:59
Message: <443cf777$1@news.povray.org>
ok, but do you see all those streetlights?  They would have to become 
light_sources, wouldn't they?


"Mike Raiford" <mra### [at] hotmailcom> wrote in message 
news:443ce67c@news.povray.org...
> Bryan Valencia wrote:
>> I know I should be able to get this by now, but somehow it's not 
>> penetrating
>> my brain.
>>
>> I have an outdoor night city scene and I have placed spotlights on the
>> ground and I want the media to do 2 things.
>> 1. show the light being cast upwards through the city
>> 2. make the distant buildings less clear.
>>
>> There is a lot of radiosity lighting in this image too, which seems to
>> complicate things.
>> Here is the current thing...  I'm using a very big sphere to contain the
>> media.
>
> Try turning off radiosity and working with just the media. Better yet, 
> make sure you're using the "hollow" keyword on the containing object.
>
> -- 
> ~Mike
>
> Things! Billions of them!


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From: stm31415
Subject: Re: media again (and again)
Date: 12 Apr 2006 09:35:01
Message: <web.443d01e058ac2678bbf56e80@news.povray.org>
"Bryan Valencia" <jjp### [at] spamgourmetcom> wrote:
> ok, but do you see all those streetlights?  They would have to become
> light_sources, wouldn't they?
>

A spotlight would probably look more like a streetlight - they are, after
all, lights. Besides, if you use radiosity and media at the same time, you
will render for several years.

Ok, that was an exageration, but I would suggest trying to make it work with
just one or the other before you dive into using both, for time's sake if
notheing else.

-
-s
5TF!


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From: Mike Raiford
Subject: Re: media again (and again)
Date: 12 Apr 2006 13:54:18
Message: <443d3eca$1@news.povray.org>
Bryan Valencia wrote:
> ok, but do you see all those streetlights?  They would have to become 
> light_sources, wouldn't they?

Ah! Therein lies the problem:

Scattering media is not affected by Radiosity. Media can affect 
radiosity, though, but not the other way around. (i.e. Emitting media 
can be used to create a glowing gas cloud that lights the room...)

In short, yes, they need to be light sources. Sorry...

-- 
~Mike

Things! Billions of them!


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From: Kenneth
Subject: Re: media again (and again)
Date: 14 Apr 2006 03:55:01
Message: <web.443f549b58ac26787e0dcd410@news.povray.org>
"Bryan Valencia" <pov### [at] spamgourmetcom> wrote:

> I have an outdoor night city scene and I have placed spotlights on the
> ground and I want the media to do 2 things.
> 1. show the light being cast upwards through the city
> 2. make the distant buildings less clear.

Here's one solution to problem #1 (I'm asuming that your spotlights on the
ground are pointing up):

Start with a media sphere of unit size (I find that this makes media-filled
objects more understandable as to how they behave)...

sphere{0,1 hollow
 pigment {rgbt 1}

interior{
 media{
  scattering{1, <...color...>*2 // or whatever multiplier looks appropriate
   extinction 0
   method 3 // the default
   intervals 1 // the default for method 3...the POV docs are incorrect here
   samples 100,100 // or even higher
    }
                      }
             }
 scale 10 // or whatever
        }

The extinction 0 value makes the media disappear EXCEPT where the spotlights
hit it. (The spotlights should probably have some fade distance/fade power
as well, to look more realistic.) Depending on how big your media sphere
ends up being, the samples values may need tweaking. If they're too low,
you'll see "discontinuities" in the illuminated media.

Hope this helps.

Ken W.


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From: Bryan Valencia
Subject: Re: media again (and again)
Date: 17 Apr 2006 12:17:38
Message: <4443bfa2$1@news.povray.org>
Thanks, I'll give this a try.



"Kenneth" <kdw### [at] earthlinknet> wrote in message
news:web.443f549b58ac26787e0dcd410@news.povray.org...
> "Bryan Valencia" <pov### [at] spamgourmetcom> wrote:
>
> > I have an outdoor night city scene and I have placed spotlights on the
> > ground and I want the media to do 2 things.
> > 1. show the light being cast upwards through the city
> > 2. make the distant buildings less clear.
>
> Here's one solution to problem #1 (I'm asuming that your spotlights on the
> ground are pointing up):
>
> Start with a media sphere of unit size (I find that this makes
media-filled
> objects more understandable as to how they behave)...
>
> sphere{0,1 hollow
>  pigment {rgbt 1}
>
> interior{
>  media{
>   scattering{1, <...color...>*2 // or whatever multiplier looks
appropriate
>    extinction 0
>    method 3 // the default
>    intervals 1 // the default for method 3...the POV docs are incorrect
here
>    samples 100,100 // or even higher
>     }
>                       }
>              }
>  scale 10 // or whatever
>         }
>
> The extinction 0 value makes the media disappear EXCEPT where the
spotlights
> hit it. (The spotlights should probably have some fade distance/fade power
> as well, to look more realistic.) Depending on how big your media sphere
> ends up being, the samples values may need tweaking. If they're too low,
> you'll see "discontinuities" in the illuminated media.
>
> Hope this helps.
>
> Ken W.
>
>


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From: Kenneth
Subject: Re: media again (and again)
Date: 17 Apr 2006 15:20:01
Message: <web.4443e99f58ac26781f84a3c10@news.povray.org>
"Kenneth" <kdw### [at] earthlinknet> wrote:

> sphere{0,1 hollow
>  pigment {rgbt 1}
>
> interior{
>  media{
>   scattering{1, <...color...>*2 // or whatever multiplier looks appropriate
>    extinction 0
>    method 3 // the default
>    intervals 1 // the default for method 3...the POV docs are incorrect here
>    samples 100,100 // or even higher
>     }
>                       }
>              }
>  scale 10 // or whatever
>         }

Sorry, I left out the closing bracket after scattering...like this...

scattering{1, <...color...>*2 extinction 0}

Ken


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From: Bryan Valencia
Subject: Re: media again (and again)
Date: 20 Apr 2006 10:33:43
Message: <44479bc7@news.povray.org>
getting closer...



"Bryan Valencia" <pov### [at] spamgourmetcom> wrote in message 
news:443c3bc4$1@news.povray.org...
>I know I should be able to get this by now, but somehow it's not 
>penetrating
> my brain.
>
> I have an outdoor night city scene and I have placed spotlights on the
> ground and I want the media to do 2 things.
> 1. show the light being cast upwards through the city
> 2. make the distant buildings less clear.
>
> There is a lot of radiosity lighting in this image too, which seems to
> complicate things.
> Here is the current thing...  I'm using a very big sphere to contain the
> media.
>
>
>
>


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