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From: Sven Littkowski
Subject: The Abyss
Date: 11 Nov 2006 07:25:50
Message: <4555c14e@news.povray.org>
I am working on some underwater scenes. This here is not yet finished, but 
shows the modular structure of that underwater base.

It is a base situated on the seabed, maybe around 100 meters deep. The 
control tower is built already, as well as the so important tunnel system 
which will connect all modules. There are also some storage silos. The 
divers are preparing the installation of a power plant, of some farming 
complexes, and of the personal accomodations.

Each module contains full interior design! It is possible to have animated 
sequences through tunnels and modules.

Problems:

I am still working with FOG as water simulator, but that affects the 
atmosphere inside the structures, as well. I urgently need to replace Fog 
with somethjing better. Anyone having an idea?

Greetings,

Sven


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Attachments:
Download 'Deep Sea 01.jpg' (75 KB)

Preview of image 'Deep Sea 01.jpg'
Deep Sea 01.jpg


 

From: Tek
Subject: Re: The Abyss
Date: 11 Nov 2006 08:11:37
Message: <4555cc09@news.povray.org>
I'm using an emitting and absorbing media, you can tweak the colours of the 
two effects independently so you can get a much more realistic look. The 
absorption affects the colour things fade when close to you, emission 
controls the colour things fade in the distance (although it's multiplied by 
the absorption colour)

My water's interior is this:
   ior 1.33
   media {
    absorption rgb 1/<.1,1,.7>
    emission rgb .1*<.0,.1,.2>
    density {
     rgb .2
    }
   }

I've written the absorption as 1/something so it's easier to see what colour 
it will appear, though obviously that colour can't have any zeros because it 
would get division by zero!

-- 
Tek
http://evilsuperbrain.com

"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message 
news:4555c14e@news.povray.org...
>I am working on some underwater scenes. This here is not yet finished, but 
>shows the modular structure of that underwater base.
>
> It is a base situated on the seabed, maybe around 100 meters deep. The 
> control tower is built already, as well as the so important tunnel system 
> which will connect all modules. There are also some storage silos. The 
> divers are preparing the installation of a power plant, of some farming 
> complexes, and of the personal accomodations.
>
> Each module contains full interior design! It is possible to have animated 
> sequences through tunnels and modules.
>
> Problems:
>
> I am still working with FOG as water simulator, but that affects the 
> atmosphere inside the structures, as well. I urgently need to replace Fog 
> with somethjing better. Anyone having an idea?
>
> Greetings,
>
> Sven
>
>
>
>


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From: Sven Littkowski
Subject: Re: The Abyss
Date: 12 Nov 2006 05:31:32
Message: <4556f804@news.povray.org>
Hi Tek,

thanks for your suggestion. I tried it, but don't come close to a result as 
you see in my image.

Can you modify your suggestion in a way that the result is very close to a 
fog?

I am adding the scene file, so you can test.

Thanks,

Sven


"Tek" <tek### [at] evilsuperbraincom> schrieb im Newsbeitrag 
news:4555cc09@news.povray.org...
> I'm using an emitting and absorbing media, you can tweak the colours of 
> the
> two effects independently so you can get a much more realistic look. The
> absorption affects the colour things fade when close to you, emission
> controls the colour things fade in the distance (although it's multiplied 
> by
> the absorption colour)
>
> My water's interior is this:
>   ior 1.33
>   media {
>    absorption rgb 1/<.1,1,.7>
>    emission rgb .1*<.0,.1,.2>
>    density {
>     rgb .2
>    }
>   }
>
> I've written the absorption as 1/something so it's easier to see what 
> colour
> it will appear, though obviously that colour can't have any zeros because 
> it
> would get division by zero!
>
> -- 
> Tek
> http://evilsuperbrain.com
>
> "Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message
> news:4555c14e@news.povray.org...
>>I am working on some underwater scenes. This here is not yet finished, but
>>shows the modular structure of that underwater base.
>>
>> It is a base situated on the seabed, maybe around 100 meters deep. The
>> control tower is built already, as well as the so important tunnel system
>> which will connect all modules. There are also some storage silos. The
>> divers are preparing the installation of a power plant, of some farming
>> complexes, and of the personal accomodations.
>>
>> Each module contains full interior design! It is possible to have 
>> animated
>> sequences through tunnels and modules.
>>
>> Problems:
>>
>> I am still working with FOG as water simulator, but that affects the
>> atmosphere inside the structures, as well. I urgently need to replace Fog
>> with somethjing better. Anyone having an idea?
>>
>> Greetings,
>>
>> Sven
>>
>>
>>
>>
>
>


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Attachments:
Download 'Tiefsee.pov.txt' (20 KB)

From: Tek
Subject: Re: The Abyss
Date: 12 Nov 2006 20:57:14
Message: <4557d0fa@news.povray.org>
Okay there's a few problems with your media definition, try this instead:

box // instead of Fog
{
 < -1000.0, -1000.0, -1000.0 > < 1000.0, 1000.0, 1000.0 >
 hollow  //VERY IMPORTANT!
 pigment { rgbt 1 } //in case the camera is outside it or anything
 interior
 {
  //ior 1.33 not needed since both camera & subject are underwater
  media
  {
   absorption rgb 1/< 0.1, 1.0, 0.7>
   emission rgb 0.1 * < 0.0, 0.1, 0.2>
   density { rgb .02 } //needs to be quite low because you need to see 
fairly far
  }
 }
}

That should give you a starting point so you can adjust the colours & 
density to get the desired effect.

Incidentally, even with fog & media turned off your scene is mostly green, I 
suggest you try lighting it & colouring it white and allow the media to do 
all the colouring.

-- 
Tek
http://evilsuperbrain.com

"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message 
news:4556f804@news.povray.org...
> Hi Tek,
>
> thanks for your suggestion. I tried it, but don't come close to a result 
> as you see in my image.
>
> Can you modify your suggestion in a way that the result is very close to a 
> fog?
>
> I am adding the scene file, so you can test.
>
> Thanks,
>
> Sven
>
>
> "Tek" <tek### [at] evilsuperbraincom> schrieb im Newsbeitrag 
> news:4555cc09@news.povray.org...
>> I'm using an emitting and absorbing media, you can tweak the colours of 
>> the
>> two effects independently so you can get a much more realistic look. The
>> absorption affects the colour things fade when close to you, emission
>> controls the colour things fade in the distance (although it's multiplied 
>> by
>> the absorption colour)
>>
>> My water's interior is this:
>>   ior 1.33
>>   media {
>>    absorption rgb 1/<.1,1,.7>
>>    emission rgb .1*<.0,.1,.2>
>>    density {
>>     rgb .2
>>    }
>>   }
>>
>> I've written the absorption as 1/something so it's easier to see what 
>> colour
>> it will appear, though obviously that colour can't have any zeros because 
>> it
>> would get division by zero!
>>
>> -- 
>> Tek
>> http://evilsuperbrain.com
>>
>> "Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message
>> news:4555c14e@news.povray.org...
>>>I am working on some underwater scenes. This here is not yet finished, 
>>>but
>>>shows the modular structure of that underwater base.
>>>
>>> It is a base situated on the seabed, maybe around 100 meters deep. The
>>> control tower is built already, as well as the so important tunnel 
>>> system
>>> which will connect all modules. There are also some storage silos. The
>>> divers are preparing the installation of a power plant, of some farming
>>> complexes, and of the personal accomodations.
>>>
>>> Each module contains full interior design! It is possible to have 
>>> animated
>>> sequences through tunnels and modules.
>>>
>>> Problems:
>>>
>>> I am still working with FOG as water simulator, but that affects the
>>> atmosphere inside the structures, as well. I urgently need to replace 
>>> Fog
>>> with somethjing better. Anyone having an idea?
>>>
>>> Greetings,
>>>
>>> Sven
>>>
>>>
>>>
>>>
>>
>>
>
>
>


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From: Afishionado
Subject: Re: The Abyss
Date: 13 Nov 2006 16:40:01
Message: <web.4558e59ac3db15f54d55924e0@news.povray.org>
Freaking awesome! :-)


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From: Sven Littkowski
Subject: Re: The Abyss
Date: 14 Nov 2006 11:37:44
Message: <4559f0d8@news.povray.org>
Hi Tek,

thanks a lot for your code! I tried out, and it is better than my own 
attempts. Hmm, still, I am not entirely satisfied. Tek, let me show you with 
a real photo what I have in mind: The photo shows many small parts in the 
water. I think my scene could need some of those, as well. And the distance 
is kinda unsharp (blurred). That would be fine, too. Finally, I wonder if I 
should use a normal camera for the underwater scene, what do you think?

Thanks,

Sven


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Attachments:
Download 'Deep Sea Scene 01.jpg' (22 KB)

Preview of image 'Deep Sea Scene 01.jpg'
Deep Sea Scene 01.jpg


 

From: Tek
Subject: Re: The Abyss
Date: 14 Nov 2006 13:51:34
Message: <455a1036$1@news.povray.org>
Well to get that blur you'd need to use focal blur, that will make it render 
slower. For those glowing small particles I'd probably cheat and use small 
discs or spheres placed randomly near the camera. Incidentally the reason 
those particles are so visible is that the light in that photo is mounted 
near the camera, meaning particles very close to the camera are very 
brightly lit, and things in the distance are much darker than they would be 
just from the fogging in the water, because of the falloff of the light away 
from the camera.

-- 
Tek
http://evilsuperbrain.com

"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message 
news:4559f0d8@news.povray.org...
> Hi Tek,
>
> thanks a lot for your code! I tried out, and it is better than my own 
> attempts. Hmm, still, I am not entirely satisfied. Tek, let me show you 
> with a real photo what I have in mind: The photo shows many small parts in 
> the water. I think my scene could need some of those, as well. And the 
> distance is kinda unsharp (blurred). That would be fine, too. Finally, I 
> wonder if I should use a normal camera for the underwater scene, what do 
> you think?
>
> Thanks,
>
> Sven
>
>
>
>
>


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From: Jim Charter
Subject: Re: The Abyss
Date: 15 Nov 2006 03:05:50
Message: <455aca5e@news.povray.org>
Sven Littkowski wrote:
> Hi Tek,
> 
> thanks a lot for your code! I tried out, and it is better than my own 
> attempts. Hmm, still, I am not entirely satisfied. Tek, let me show you with 
> a real photo what I have in mind: The photo shows many small parts in the 
> water. I think my scene could need some of those, as well. And the distance 
> is kinda unsharp (blurred). That would be fine, too. Finally, I wonder if I 
> should use a normal camera for the underwater scene, what do you think?
> 
> Thanks,
> 
> Sven
> 
> 
> 
> 
> 
I have also tried for something like that a while back, see attached.

this is the code, you might try playing with it:

interior {
#local S_low = 60;
#local S_high = 100;
media {                 //pea
         scattering {
                 1,
                 1
                 extinction 1.0

         }
         density {
                 granite
                 turbulence 0
                 scale .03125
                 color_map {
                   [0.00 rgb 0]
                   [0.85 rgb 0]
                   [0.90 rgb <.004,.006,.002>*1.4]
                   [1.00 rgb <.004,.006,.002>*1.4]
                 }
         }
         samples S_low, S_high
}
media {                 //large pieces
         scattering {
                 1,
                 1
                 extinction 1.0

         }
         density {
                 granite
                 turbulence .1
                 scale 5.5
                 color_map {
                   [0.000 rgb <.025,.025,.022>*3]
                   [0.030 rgb <.025,.025,.022>*3]
                   [0.035 rgb 0]
                   [1.000 rgb 0]
                 }
         }
         samples S_low, S_high
}
}


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Attachments:
Download 'scene.jpg' (25 KB)

Preview of image 'scene.jpg'
scene.jpg


 

From: Sven Littkowski
Subject: Re: The Abyss
Date: 15 Nov 2006 03:37:42
Message: <455ad1d6$1@news.povray.org>
Not bad! I like it!

And yes, I will try out!

Sven



"Jim Charter" <jrc### [at] msncom> schrieb im Newsbeitrag 
news:455aca5e@news.povray.org...
> Sven Littkowski wrote:
>> Hi Tek,
>>
>> thanks a lot for your code! I tried out, and it is better than my own
>> attempts. Hmm, still, I am not entirely satisfied. Tek, let me show you 
>> with
>> a real photo what I have in mind: The photo shows many small parts in the
>> water. I think my scene could need some of those, as well. And the 
>> distance
>> is kinda unsharp (blurred). That would be fine, too. Finally, I wonder if 
>> I
>> should use a normal camera for the underwater scene, what do you think?
>>
>> Thanks,
>>
>> Sven
>>
>>
>>
>>
>>
> I have also tried for something like that a while back, see attached.
>
> this is the code, you might try playing with it:
>
> interior {
> #local S_low = 60;
> #local S_high = 100;
> media {                 //pea
>         scattering {
>                 1,
>                 1
>                 extinction 1.0
>
>         }
>         density {
>                 granite
>                 turbulence 0
>                 scale .03125
>                 color_map {
>                   [0.00 rgb 0]
>                   [0.85 rgb 0]
>                   [0.90 rgb <.004,.006,.002>*1.4]
>                   [1.00 rgb <.004,.006,.002>*1.4]
>                 }
>         }
>         samples S_low, S_high
> }
> media {                 //large pieces
>         scattering {
>                 1,
>                 1
>                 extinction 1.0
>
>         }
>         density {
>                 granite
>                 turbulence .1
>                 scale 5.5
>                 color_map {
>                   [0.000 rgb <.025,.025,.022>*3]
>                   [0.030 rgb <.025,.025,.022>*3]
>                   [0.035 rgb 0]
>                   [1.000 rgb 0]
>                 }
>         }
>         samples S_low, S_high
> }
> }
>
>
>


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From: Sven Littkowski
Subject: Re: The Abyss
Date: 15 Nov 2006 03:54:37
Message: <455ad5cd$1@news.povray.org>
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


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