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From: Jörg 'Yadgar' Bleimann
Subject: Scattering media problem
Date: 8 Oct 2015 16:55:55
Message: <5616d85b@news.povray.org>
Hi(gh)!

I want to model my now-defunct bathroom scales and started with the 
glass pane - when viewed edge on, it should display a dark bluish green. 
I used scattering media to achieve this (first attached image) but then 
noticed that the media color almost disappeared when viewed against a 
non-black background (second image). I tried to fix this by adding an 
interior_texture (without reflection) to the material statement, but 
then the media color was even less visible (third image).

What do I wrong? Should I try absorbing media instead?

See you in Khyberspace!

Yadgar


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Attachments:
Download '2015-10-08 korona scales, take 1.jpg' (16 KB) Download '2015-10-08 korona scales, take 4.jpg' (14 KB) Download '2015-10-08 korona scales, take 5.jpg' (12 KB)

Preview of image '2015-10-08 korona scales, take 1.jpg'
2015-10-08 korona scales, take 1.jpg

Preview of image '2015-10-08 korona scales, take 4.jpg'
2015-10-08 korona scales, take 4.jpg

Preview of image '2015-10-08 korona scales, take 5.jpg'
2015-10-08 korona scales, take 5.jpg


 

From: Stephen
Subject: Re: Scattering media problem
Date: 8 Oct 2015 17:12:07
Message: <5616dc27$1@news.povray.org>
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. ;-)

-- 

Regards
     Stephen


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From: MichaelJF
Subject: Re: Scattering media problem
Date: 8 Oct 2015 18:45:10
Message: <5616f1f6$1@news.povray.org>
Am 08.10.2015 um 22:56 schrieb Jörg 'Yadgar' Bleimann:
> Hi(gh)!
>
> I want to model my now-defunct bathroom scales and started with the
> glass pane - when viewed edge on, it should display a dark bluish green.
> I used scattering media to achieve this (first attached image) but then
> noticed that the media color almost disappeared when viewed against a
> non-black background (second image). I tried to fix this by adding an
> interior_texture (without reflection) to the material statement, but
> then the media color was even less visible (third image).
>
> What do I wrong? Should I try absorbing media instead?
>
> See you in Khyberspace!
>
> Yadgar
I'm not quiet sure how to fix this issue, but I think media will not 
help here. Glass has no media inside. This seems to be more a issue of 
refraction. The problem may be that POV cannot calculate different 
refractions for different wavelenghts at once by default. IIRC there is 
a work around utilising an animation and combing the results to a final 
image for this issue posted by Ive (IIRC again) some time ago to 
p.b.s-f. A search for "spectral rendering" should yield it (There were 
more than one posting).

Best regards,
Michael


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From: clipka
Subject: Re: Scattering media problem
Date: 8 Oct 2015 19:45:27
Message: <56170017$1@news.povray.org>
Am 08.10.2015 um 22:56 schrieb Jörg 'Yadgar' Bleimann:

> I want to model my now-defunct bathroom scales and started with the
> glass pane - when viewed edge on, it should display a dark bluish green.
> I used scattering media to achieve this (first attached image) but then
> noticed that the media color almost disappeared when viewed against a
> non-black background (second image). I tried to fix this by adding an
> interior_texture (without reflection) to the material statement, but
> then the media color was even less visible (third image).
> 
> What do I wrong? Should I try absorbing media instead?

Think physics: Why does the effect you wish to model occur in nature?

You will find that it is not due to scattering, but due to absorption.

Now this would imply that you should definitely use absorbing media
instead of scattering media: While the latter does include an
absorbtion-like component (to model the effect that part of the light is
being diverted _to_ elsewhere), it also has an emission-like component
(to model the effect that light is being diverted _from_ elsewhere)
which you don't want.

That said, note that to model uniformly absorbing interior, the
fade_colour, fade_distance and fade_power keywords provide a more
efficient mechanism.


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From: Thomas de Groot
Subject: Re: Scattering media problem
Date: 9 Oct 2015 02:55:58
Message: <561764fe@news.povray.org>
On 8-10-2015 23:12, Stephen wrote:
> 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. ;-)
>

Now, that was not nice to do sir! Poor woman!

You made my day :-)

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Scattering media problem
Date: 9 Oct 2015 02:58:13
Message: <56176585@news.povray.org>
On 8-10-2015 22:56, Jörg 'Yadgar' Bleimann wrote:
> What do I wrong? Should I try absorbing media instead?
>

You certainly might. I am not sure about the physics of glass but maybe 
it is a combination of scattering and absorption you need?


-- 
Thomas


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From: Stephen
Subject: Re: Scattering media problem
Date: 9 Oct 2015 03:08:11
Message: <561767db$1@news.povray.org>
On 10/9/2015 7:55 AM, Thomas de Groot wrote:
> Now, that was not nice to do sir! Poor woman!
>
> You made my day :-)

Thanks Thomas.
I reminded her about it last night and she laughed again. But she did 
not punch me. I've been forgiven. :-)

-- 

Regards
     Stephen


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From: Alain
Subject: Re: Scattering media problem
Date: 9 Oct 2015 15:31:45
Message: <56181621@news.povray.org>
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 !


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From: Alain
Subject: Re: Scattering media problem
Date: 9 Oct 2015 15:35:34
Message: <56181706$1@news.povray.org>
Le 15-10-08 16:56, Jörg 'Yadgar' Bleimann a écrit :
> Hi(gh)!
>
> I want to model my now-defunct bathroom scales and started with the
> glass pane - when viewed edge on, it should display a dark bluish green.
> I used scattering media to achieve this (first attached image) but then
> noticed that the media color almost disappeared when viewed against a
> non-black background (second image). I tried to fix this by adding an
> interior_texture (without reflection) to the material statement, but
> then the media color was even less visible (third image).
>
> What do I wrong? Should I try absorbing media instead?
>
> See you in Khyberspace!
>
> Yadgar

I would use fade_colour, fade_distance and fade_power for that purpose.
A side bonus is a much faster rendering.

If you absolutely want to use some media, then, absorbing media is the 
kind that you want.


Alain


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From: clipka
Subject: Re: Scattering media problem
Date: 9 Oct 2015 15:56:42
Message: <56181bfa$1@news.povray.org>
Am 09.10.2015 um 08:58 schrieb Thomas de Groot:
> On 8-10-2015 22:56, Jörg 'Yadgar' Bleimann wrote:
>> What do I wrong? Should I try absorbing media instead?
>>
> 
> You certainly might. I am not sure about the physics of glass but maybe
> it is a combination of scattering and absorption you need?

Nope.

There's virtually no scattering in modern regular glass - except maybe
for some dirt on the surface, but that's obviously not some interior effect.

Ancient glass did often have impurities that would scatter light, but as
a result the material would appear misty or even opaque at reasonable
thickness (because that's what scattering ultimately does to a medium).


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