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Sven Littkowski wrote:
> Hi Jim,
>
> I tried out your code. Hmm, I don't see yet any particles. I wonder if you
> use a different scale for your scene? Or is it important where light and
> camera are? In my scene, light comes from above, some lights are at the
> bottom. The camera uses the bird's perspective and looks down (for test
> purposes).
>
> Any hints you can give me?
>
> Thanks,
>
> Sven
>
>
Yes you will have to play with it. But I just wanted to give you some
concepts like a) media statements can be stacked b) a density pattern
using granite or similar with an appropriate map will give the particle
look you might be wanting.
I posted a more complete example of the code. I haven't touched that
project for awhile now but I remember the look was a delicate balance
between the lights and the media parameters. And the media effects
would be cumulative so if I took out one of the density patterns in the
stack I sould have to adjust parameters in the other patterns. I had it
all in a "lightscamera.inc" file which I have posted for you on
p.b.scenefiles. I threw in the necessary stuff so that the file can be
rendered alone to demo the media. By boosting the light excessively you
can see the particular effect more clearly. Back when I was doing it I
was trying to get the look of harsh but quickly fading underwater
halogen lights. Some divers on the group here were giving me advice.
Maybe you'll be able to pick it up where I left off.
Luck be a lady.
Post a reply to this message
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Hi Jim,
I tried out your posted sample code. Hmm, my result is a fascinating,
entirely black image, ha ha! I even added that "+B2" option to my ini file.
Any ideas what might have went wrong?
I still keep on trying different settings.
Sven
"Jim Charter" <jrc### [at] msn com> schrieb im Newsbeitrag
news:455ade37$1@news.povray.org...
> Sven Littkowski wrote:
>> Hi Jim,
>>
>> I tried out your code. Hmm, I don't see yet any particles. I wonder if
>> you use a different scale for your scene? Or is it important where light
>> and camera are? In my scene, light comes from above, some lights are at
>> the bottom. The camera uses the bird's perspective and looks down (for
>> test purposes).
>>
>> Any hints you can give me?
>>
>> Thanks,
>>
>> Sven
> Yes you will have to play with it. But I just wanted to give you some
> concepts like a) media statements can be stacked b) a density pattern
> using granite or similar with an appropriate map will give the particle
> look you might be wanting.
>
> I posted a more complete example of the code. I haven't touched that
> project for awhile now but I remember the look was a delicate balance
> between the lights and the media parameters. And the media effects would
> be cumulative so if I took out one of the density patterns in the stack I
> sould have to adjust parameters in the other patterns. I had it all in a
> "lightscamera.inc" file which I have posted for you on p.b.scenefiles. I
> threw in the necessary stuff so that the file can be rendered alone to
> demo the media. By boosting the light excessively you can see the
> particular effect more clearly. Back when I was doing it I was trying to
> get the look of harsh but quickly fading underwater halogen lights. Some
> divers on the group here were giving me advice. Maybe you'll be able to
> pick it up where I left off.
>
> Luck be a lady.
Post a reply to this message
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Sven Littkowski wrote:
> Hi Jim,
>
> I tried out your posted sample code. Hmm, my result is a fascinating,
> entirely black image, ha ha!
I even added that "+B2" option to my ini file.
I don't know what you mean by this.
>
> Any ideas what might have went wrong?
>
> I still keep on trying different settings.
>
Not sure what the problem is. Attached are tests I just ran using the
file that I posted. I ran the file itself with no ini file or any other
settings
The first is the file as it is. Notice that in that file, the camera
light has been boosted up to "rgb 3" for demo purposes. Notice also
that there is a tiny sphere positioned at the camera location. This is
a trick to boost the contrast of the scene.
When I saw the outcome I suspected that the media block labelled "large
pieces" was not making a contribution so I altered the color_map in that
block to this:
color_map {
[0.000 rgb <.025,.025,.022>*3]
[0.055 rgb <.025,.025,.022>*3]
[0.060 rgb 0]
[1.000 rgb 0]
}
And the result can be seen in the second image
The third image is the same thing except I took away the
contrast-producing sphere
The final test shows what happens if the number of samples is reduced to
#local S_low = 10;
#local S_high = 20;
Changing the color and eccentricity values on the scattering keyword can
also have significant effects.
Post a reply to this message
Attachments:
Download '000.jpg' (18 KB)
Download '001.jpg' (21 KB)
Download '002.jpg' (19 KB)
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Hello Jim,
thanks for your response! And moreover, your three images are looking
exactly the way I want my image to look! Ah, forget the +BS parameter, my
fault. I added the scene file, maybe you can make a render and see, if you
get a different result than me. I am using the latest beta version of
POV-Ray.
I still don't get any particles. Hmm. And I really tried out many things,
such as light strength, various float changes, and so on and so on...
Please let me know if you succeed. Thanks a lot,
Sven
Post a reply to this message
Attachments:
Download 'Tiefsee.pov.txt' (25 KB)
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Sven Littkowski wrote:
> Hello Jim,
>
> thanks for your response! And moreover, your three images are looking
> exactly the way I want my image to look! Ah, forget the +BS parameter, my
> fault. I added the scene file, maybe you can make a render and see, if you
> get a different result than me. I am using the latest beta version of
> POV-Ray.
>
> I still don't get any particles. Hmm. And I really tried out many things,
> such as light strength, various float changes, and so on and so on...
>
> Please let me know if you succeed. Thanks a lot,
>
> Sven
>
>
Well I made a very quick test but I am not using the beta . With
assumed_gamma 2.2 I got a dark result but definitely with the
"particles" showing. With Assume_gamma 1 I got a very bright cyan color
water again with "particles" I substitutied procedural textures for the
image maps and a plain box for the height_field.
Post a reply to this message
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Download '006.jpg' (12 KB)
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Hmm, that seems to be the answer: the current beta version of POV-Ray is not
performing well, if it comes to your particles. I am going to report it in
the BUGREPORTS section, let's see, what happens.
Jim, lots of thanks for your time, persistence and good will! I appreciate
it a lot.
Do you have the beta version? If you find a way to show the particles,
PLEASE let me know. I am sure, many others mmight also have an interest,
sooner or later.
Thanks a lot,
Sven
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Here the latest developments, all rendered with the latest beta version.
The overview shows the current environment and an idea of the underwater
base layout. However, the beta version does not render the media the way it
should, as a result the water is missing some details. There are still many
placeholders for the moduls I have to develop (the small, multi-colored
cylinders).
The other picture let's you have a look inside one of the tunnel sections.
Due the development as macro, it is easy to configure the individual tunnel
sections and even place different signs inside each tunnel section! Doors
can open and close!
On a later stage, each module will have a nicely and detailed developed
interior design. I am also adding scuba divers, equipment and staff members
to the scene. I am on a search for deep sea lifeforms I can include to this
POV-Ray scene.
Greetings,
Sven
Post a reply to this message
Attachments:
Download 'Deep Sea - Overview.jpg' (42 KB)
Download 'Deep Sea - Tunnel Inside.jpg' (45 KB)
Preview of image 'Deep Sea - Overview.jpg'
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"Sven Littkowski" <sve### [at] jamaica-focus com> wrote:
> Here the latest developments, all rendered with the latest beta version.
>
> The overview shows the current environment and an idea of the underwater
> base layout. However, the beta version does not render the media the way it
> should, as a result the water is missing some details. There are still many
> placeholders for the moduls I have to develop (the small, multi-colored
> cylinders).
>
> The other picture let's you have a look inside one of the tunnel sections.
> Due the development as macro, it is easy to configure the individual tunnel
> sections and even place different signs inside each tunnel section! Doors
> can open and close!
>
> On a later stage, each module will have a nicely and detailed developed
> interior design. I am also adding scuba divers, equipment and staff members
> to the scene. I am on a search for deep sea lifeforms I can include to this
> POV-Ray scene.
>
> Greetings,
>
> Sven
It looks good so far Sven. A couple of points for the interior. The doors
need latches, there should be some watertight doors that would not be flush
with the floor or the ceiling. These would have a facing that has a sealing
material visible and heavy duty latches. You will need AC supply and
extract ports along with PA system, Fire and Gas detectors and status
lights.
Stephen
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Stephen and everyone,
would you be interested to join the interior design development? I would
like to add some interior to the base which is not mine. Let me, for that
purpose, place my current scene code here. Please feel very free to join!
Your points are correct, and taken. Actually, I had those things in mind.
Have just not yet reached that stage. I also want various colored alarm
lights, a speaker system, telephones, and so on. This all will come.
I cannot post the heightfield and the heightfield texture file, because of
the size limitations for these newsgroups. On demand, I e-mail them!
Greetings,
Sven
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Attachments:
Download 'Deep Sea - Agro A.jpg' (15 KB)
Download 'Deep Sea - Agro B.jpg' (15 KB)
Download 'Deep Sea - Airlock.jpg' (15 KB)
Download 'Deep Sea - Command.jpg' (16 KB)
Download 'Deep Sea - Cylinder.jpg' (129 KB)
Download 'Deep Sea - Docking Area.jpg' (20 KB)
Download 'Deep Sea - East Command.jpg' (21 KB)
Download 'Deep Sea - East.jpg' (13 KB)
Download 'Deep Sea - Lab A.jpg' (14 KB)
Preview of image 'Deep Sea - Agro A.jpg'
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Preview of image 'Deep Sea - Agro B.jpg'
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Preview of image 'Deep Sea - Airlock.jpg'
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Preview of image 'Deep Sea - Command.jpg'
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Preview of image 'Deep Sea - Cylinder.jpg'
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Preview of image 'Deep Sea - Docking Area.jpg'
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Preview of image 'Deep Sea - East Command.jpg'
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Preview of image 'Deep Sea - East.jpg'
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Preview of image 'Deep Sea - Lab A.jpg'
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More textures...
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Attachments:
Download 'Deep Sea - Medical.jpg' (15 KB)
Download 'Deep Sea - North Command.jpg' (21 KB)
Download 'Deep Sea - North.jpg' (14 KB)
Download 'Deep Sea - Oxygen.jpg' (16 KB)
Download 'Deep Sea - Power.jpg' (14 KB)
Download 'Deep Sea - Relax.jpg' (14 KB)
Download 'Deep Sea - Silo A.jpg' (14 KB)
Download 'Deep Sea - Lab B.jpg' (14 KB)
Download 'Deep Sea - Lab C.jpg' (14 KB)
Preview of image 'Deep Sea - Medical.jpg'
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Preview of image 'Deep Sea - North Command.jpg'
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Preview of image 'Deep Sea - North.jpg'
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Preview of image 'Deep Sea - Oxygen.jpg'
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Preview of image 'Deep Sea - Power.jpg'
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Preview of image 'Deep Sea - Relax.jpg'
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Preview of image 'Deep Sea - Silo A.jpg'
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Preview of image 'Deep Sea - Lab B.jpg'
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Preview of image 'Deep Sea - Lab C.jpg'
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