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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
Post a reply to this message
Attachments:
Download 'Deep Sea 01.jpg' (75 KB)
Preview of image 'Deep Sea 01.jpg'
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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
>
>
>
>
Post a reply to this message
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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
>>
>>
>>
>>
>
>
Post a reply to this message
Attachments:
Download 'Tiefsee.pov.txt' (20 KB)
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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
>>>
>>>
>>>
>>>
>>
>>
>
>
>
Post a reply to this message
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Freaking awesome! :-)
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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
Post a reply to this message
Attachments:
Download 'Deep Sea Scene 01.jpg' (22 KB)
Preview of image 'Deep Sea Scene 01.jpg'
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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
>
>
>
>
>
Post a reply to this message
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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
}
}
Post a reply to this message
Attachments:
Download 'scene.jpg' (25 KB)
Preview of image 'scene.jpg'
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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
> }
> }
>
>
>
Post a reply to this message
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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
Post a reply to this message
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