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9 Jun 2024 01:33:43 EDT (-0400)
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From: Alain
Subject: Re: Scattering media problem
Date: 10 Oct 2015 17:41:09
Message: <561985f5$1@news.povray.org>
Le 15-10-09 16:24, Stephen a écrit :
> On 10/9/2015 8:32 PM, Alain wrote:
>> Le 15-10-08 17:12, Stephen a écrit :
>>> On 10/8/2015 9:56 PM, Jörg 'Yadgar' Bleimann wrote:
>>>> I want to model my now-defunct bathroom scales
>>>
>>> Sorry I can't help with your media problem, Yadgar.
>>> But you reminded me of a jape I did a few years back.
>>> I had been working on a crane upgrading the load indicator. I took the
>>> old 100 ton scale and put it in my bathroom scales. My wife's screams
>>> could be heard from miles away.
>>> I did not know she could punch that hard. But it was worth it. ;-)
>>>
>>
>> An 100 TON scale? In a bathroom? That's just plain mean !
>
> Bows :-)
>
> My wife is quite thin so it was an obvious joke.
> I also took a "Cold Work" permit book home as well, but chickened out
> giving that to her. She always had a list of jobs for me to do after
> being offshore for two weeks. In the end I thought that it was pushing it.
>
> In case you don't know UK electrical plugs and sockets look like this:
>
>
https://s-media-cache-ak0.pinimg.com/236x/5f/1b/a9/5f1ba98a5d187b3f733e8c867d8898eb.jpg
It's a standard socket, in the UK.
>
>
> It was fun watching my brother-in-law try to fit this plug into a
> standard socket.
>
>
http://www.flameport.com/electric_museum/plugs_13A_non_standard/walsall_gauge_13a_plug.jpg
>
>

The standard sockets in America are radicaly different from the standard 
sockets in Europe whitch are different from those in Asia whitch are 
different than...

I have a multi-standard adaptor. It have no less than 8 different plugs 
for 8 regions of the world.


Alain


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Scattering media problem
Date: 10 Oct 2015 19:40:15
Message: <5619a1df@news.povray.org>
Hi(gh)!

On 10.10.2015 04:53, Cousin Ricky wrote:

> I concur with Clipka and Alain.  Use fade_power 1001, fade_color, and
> fade_distance in the media block.  Absorbing media may be easier conceptually,
> but it is slower and (in my experience) artifact prone.

Now I added a (yet to be detailed further) plastic frame, replaced the 
absorption media by the following:

     fade_color <0, 0.6, 0.35>
     fade_power 1001
     fade_distance 0.1

...but I wonder why the plastic parts below the glass pane are black now 
(see attachment)! They should be of the same light grey as the side 
parts, only slightly darkened by the glass...

See you in Khyberspace!

Yadgar


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Attachments:
Download '2015-10-11 korona scales, take 35.jpg' (28 KB)

Preview of image '2015-10-11 korona scales, take 35.jpg'
2015-10-11 korona scales, take 35.jpg


 

From: clipka
Subject: Re: Scattering media problem
Date: 10 Oct 2015 23:00:57
Message: <5619d0e9$1@news.povray.org>


> ....but I wonder why the plastic parts below the glass pane are black
> now (see attachment)! They should be of the same light grey as the side
> parts, only slightly darkened by the glass...

Too low max_trace_level maybe?

Also, behaviour may differ depending on whether you make the glass and
plastic planes overlap, merely touch, or have a tiny gap.


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From: Stephen
Subject: Re: Scattering media problem
Date: 11 Oct 2015 04:10:31
Message: <561a1977$1@news.povray.org>
On 10/10/2015 10:41 PM, Alain wrote:
> The standard sockets in America are radicaly different from the standard
> sockets in Europe whitch are different from those in Asia whitch are
> different than...
>

I know, I know. :-)
I've worked in more than a dozen different countries on every continent 
except Antarctica. (Can't keep a job, it seems. ;-) )


> I have a multi-standard adaptor. It have no less than 8 different plugs
> for 8 regions of the world.

I generally use a standard UK extension socket and replace its plug or 
cable when I get there.

-- 

Regards
     Stephen


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Scattering media problem
Date: 11 Oct 2015 06:45:13
Message: <561a3db9$1@news.povray.org>
Hi(gh)!

On 11.10.2015 05:00, clipka wrote:

> Too low max_trace_level maybe?

Meanwhile, I increased it to 10 - but still the plastic parts below the 
glass are black!

>
> Also, behaviour may differ depending on whether you make the glass and
> plastic planes overlap, merely touch, or have a tiny gap.

Yes, I provided for a tiny gap... but it did not help!

See you in Khyberspace!

Yadgar


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Scattering media problem
Date: 11 Oct 2015 08:15:06
Message: <561a52ca$1@news.povray.org>
Hi(gh)!

This is how it should look: 
http://img.dooyoo.de/DE_DE/orig/1/2/6/2/0/1262007.jpg

See you in Khyberspace!

Yadgar


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From: clipka
Subject: Re: Scattering media problem
Date: 11 Oct 2015 13:17:15
Message: <561a999b$1@news.povray.org>

> Hi(gh)!
> 
> On 11.10.2015 05:00, clipka wrote:
> 
>> Too low max_trace_level maybe?
> 
> Meanwhile, I increased it to 10 - but still the plastic parts below the
> glass are black!
> 
>>
>> Also, behaviour may differ depending on whether you make the glass and
>> plastic planes overlap, merely touch, or have a tiny gap.
> 
> Yes, I provided for a tiny gap... but it did not help!

<shrugs>

We'll probably need more information then.
Maybe you simply got the colour wrong?


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Scattering media problem
Date: 11 Oct 2015 14:50:36
Message: <561aaf7c$1@news.povray.org>
Hi(gh)!

 > <shrugs>
>
> We'll probably need more information then.
> Maybe you simply got the colour wrong?
>
O.k., here is the code:

// begin code

#version 3.7;
#include "glass.inc"

global_settings
{
   max_trace_level 10
}

// TEXTURES
#declare T_Grey_Matted_Plastic=
texture
{
   pigment { color rgb 0.7 }
   finish
   {
     ambient 0.1
     diffuse 1
     brilliance 0.4
     phong 0.8
     phong_size 60
   }
   normal
   {
     granite
     turbulence 100
   }
}


// MATERIALS

#declare M_PaneGlass=
material
{
   texture
   {
     pigment
     {
       color rgbft <0.99, 1, 0.99, 0.49, 0.49>
     }
     finish { F_Glass5 }
   }
   interior
   {
     ior 1.52
     fade_color <0, 0.6, 0.35>
     fade_power 1001
     fade_distance 0.1

   }
}

light_source
{
   <0, 2.4, -0.5>
   color rgb 1
}

sky_sphere
{
   pigment
   {
     gradient y
     color_map
     {
       [0 rgb 1]
       [1 rgb 0]
     }
   }
}

/* plane
{
   y, 0
   texture
   {
     pigment { color rgb 1 }
     finish { ambient 0.15 diffuse 1 brilliance 0.2 }
   }
} */

#declare Glass_Pane_Bevel_Cutoff =
box
{
   <-0.155, -0.001*sqrt(2)/2, -0.025>, <0.155, 0.001*sqrt(2)/2, 0.025>
}



#declare Glass_Pane =
difference
{
   box
   {
     0, <0.28, 0.013, 0.3>
   }
   object // upper front bevel
   {
     Glass_Pane_Bevel_Cutoff
     rotate <315, 0, 0>
     translate <0.14, 0.013, 0>
   }
   object // lower front bevel
   {
     Glass_Pane_Bevel_Cutoff
     rotate <45, 0, 0>
     translate <0.14, 0, 0>
   }
   object // upper right bevel
   {
     Glass_Pane_Bevel_Cutoff
     rotate <45, 90, 0>
     translate <0.28, 0.013, 0.15>
   }
   object // lower right bevel
   {
     Glass_Pane_Bevel_Cutoff
     rotate <315, 90, 0>
     translate <0.28, 0, 0.15>
   }
   object // upper left bevel
   {
     Glass_Pane_Bevel_Cutoff
     rotate <45, -90, 0>
     translate <0, 0.013, 0.15>
   }
   object // lower left bevel
   {
     Glass_Pane_Bevel_Cutoff
     rotate <315, -90, 0>
     translate <0, 0, 0.15>
   }
   object // upper back bevel
   {
     Glass_Pane_Bevel_Cutoff
     rotate <45, 0, 0>
     translate <0.14, 0.013, 0.3>
   }
   object // lower back bevel
   {
     Glass_Pane_Bevel_Cutoff
     rotate <315, 0, 0>
     translate <0.14, 0, 0.3>
   }
   hollow
}

#declare Frame_Corner_Base_Raw=
union
{
   box { 0, <0.00788, 0.02214, 0.06224> }
   difference
   {
     cylinder { <0.00788, 0, 0.03112>, <0.00788, 0.02214, 0.03112>, 
0.03112 }
     box { <-0.05, -0.01, -0.01>, <0.00788, 0.03, 0.07> }
   }
}

#declare Plastic_Frame_Side_Part=
difference
{
   cylinder
   {
     0, <0, 0, 0.302>, 1
     scale <0.02, 0.03056, 1>
   }
   box
   {
     <-0.05, -0.05, -0.01>, <0.05, 0, 0.31>
   }
   box
   {
     <0, -0.05, -0.01>, <0.05, 0.1, 0.31>
   }
}

#declare Central_Unit_Block=
union
{
   cylinder { 0, <0, 0.02214, 0>, 0.03112 }
   box { <0, 0, -0.03112>, <0.07566, 0.02214, 0.03112> }
   cylinder { <0.07566, 0, 0>, <0.07566, 0.02214, 0>, 0.03112 }
}

#declare Fillet=
box
{
   0, <0.036, 0.009, 0.011>
}

#declare Plastic_Frame=
union
{
   object { Plastic_Frame_Side_Part }
   object { Frame_Corner_Base_Raw }
   object { Frame_Corner_Base_Raw  translate <0, 0, 0.23976>}
   object { Plastic_Frame_Side_Part rotate <0, 180, 0> translate <0.28, 
0, 0.302>}
   object { Frame_Corner_Base_Raw rotate <0, 180, 0> translate <0.28, 0, 
0.06224>}
   object { Frame_Corner_Base_Raw rotate <0, 180, 0> translate <0.28, 0, 
0.302>}
   object { Central_Unit_Block translate <0.10217, 0, 0.27088> }
   object { Fillet translate <0.03718, 0.01314, 0.26538> }
   object { Fillet translate <0.20713, 0.01314, 0.26538> }
}


// 0.03236 x
// 0.009 y
// 0.011 z

object
{
   Glass_Pane
   material { M_PaneGlass }
   translate <0, 0.022141, 0>
}

object
{
   Plastic_Frame
   texture { T_Grey_Matted_Plastic }
}

#declare view=4;

camera
{
   #switch(view)
     #case (0)
       location <0.01, 0.015, -0.2>
       look_at <0.01, 0.015, 0.30>
     #break
     #case (1)
       location <0.14, 0.65, -0.7>
       look_at <0.14, 0.0125, 0.001>
     #break
     #case (2)
       location <0.95, 0.65, 0.15>
       look_at <0.14, 0.0065, 0.15>
     #break
     #case (3)
       location <0.14, 0.65, -0.7>
       look_at <0.14, 0.0065, 0.15>
     #break
     #case (4)
       location <0.14, 1, 0.15>
       look_at <0.14, 0, 0.15>
     #break
   #end
   angle 40
}

// end code

See you in Khyberspace!

Yadgar


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From: clipka
Subject: Re: Scattering media problem
Date: 13 Oct 2015 03:05:50
Message: <561cad4e@news.povray.org>


> O.k., here is the code:

Looks like the gap between the frame and glass pane is too small. You
may want to use a different scale to increase your absolute scene size.


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Scattering media problem
Date: 13 Oct 2015 18:01:28
Message: <561d7f38@news.povray.org>
Hi(gh)!

On 13.10.2015 09:05, clipka wrote:

> Looks like the gap between the frame and glass pane is too small. You
> may want to use a different scale to increase your absolute scene size.

Yes, originally the gap was only 0.000001 POV units wide... I increased 
this to 0.00016 POV units, and now it looks as it was meant to look (see 
attachment)!

See you in Khyberspace!

Yadgar


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Attachments:
Download '2015-10-13 korona scales, take 36.jpg' (30 KB)

Preview of image '2015-10-13 korona scales, take 36.jpg'
2015-10-13 korona scales, take 36.jpg


 

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