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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> > I ended up using a single containing object (box or plane) and then filling it
> > with a skewed y-gradient density to get a flat bottom and then adding a mixture
> > of wrinkles, bozo and crackle (form<1, 0, 0>) to try to approximate fluffy tops.
> > Some of my images over at www.landofthefirst.com were created using this. I am
> > still not 100% happy with them.
>
> The ones at Othil Homtoh look very nice...
>
> --
> jaime
Here is the code:
#macro SkyShell(minAlt, maxAlt, Int)
difference
{
sphere {<0, 0, 0> 1000000+maxAlt}
sphere {<0, 0, 0> 1000000+minAlt}
hollow
texture {pigment {color rgbf 1}}
interior {Int}
translate <0, -1000000, 0>
}
#end
SkyShell(4000, 5000,
interior {
media {
method 3
samples 20
scattering {2, color rgb 0.0075 extinction 1}
density
{
wrinkles
scale <4000, 1000, 4000>
warp { turbulence 2 }
lambda 4
color_map
{
[0.00 color rgb 1.0]
[0.50 color rgb 0.8]
[0.55 color rgb 0.0]
[1.00 color rgb 0.0]
}
translate <-4000, 0, -1000>
}
density
{
gradient y
scale 1000
color_map
{
[0.0 color rgb 0.00]
[0.4 color rgb 1.00]
[0.9 color rgb 1.00]
[1.0 color rgb 0.00]
}
}
}
}
)
I lied. It was concentric spheres!
And nice solution for the artifacts! One to remember.
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On 4/26/2016 12:39 PM, Jaime Vives Piqueres wrote:
>> Nice and fluffy as it should be.
>
> Thanks... perhaps too fluffy, tough.
>
>> The method of averaging object patterns will be of further use - at
>> least I hope
>> so...
>
> Well, it's nothing fancy, just the average pattern. The real trick is
> that the averaged blobs are concentric (with diminishing radius and the
> same threshold):
maybe i'm misunderstanding ... more complicated than taking the base
blob object and making scaled copies?
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> maybe i'm misunderstanding ... more complicated than taking the base
> blob object and making scaled copies?
Just scaling down the copies only works for objects which are
symmetric on all axes. Scaling down an irregular, asymmetric blob makes
some components to be displaced towards the center, thus they get
outside the component on the original copy (and yes, I too though it
would work and tried that first... ;).
--
jaime
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William F Pokorny <ano### [at] anonymous org> wrote:
> On 04/28/2016 08:44 AM, Jaime Vives Piqueres wrote:
> > Thanks for the detailed explanation, but in this case the best
> > solution was the one the other Bill P. suggested. A merge of spheres
> > with same radius and placement did work pretty well, and in this case it
> > doesn't matter as it is an invisible container. It still does the job of
> > being a close container, and the speed up provided is even a little
> > better too.
> >
>
> Great! At least it was one of the Bill P's helped out... :-)
>
> Bill P.
Haha, I keep meaning to call this out. Too many Bill Ps! At least you come up as
a William on your account name, that saves huge confusion on the digest page (I
usually use the web view).
Jaime, glad my suggestion worked well. Honestly I nearly didn't say anything, I
thought it was too obvious and that you were bound to have tried it already! I
shall wheel out random suggestions more often in that case :)
Bill (the other P)
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> Jaime, glad my suggestion worked well. Honestly I nearly didn't say anything, I
> thought it was too obvious and that you were bound to have tried it already! I
> shall wheel out random suggestions more often in that case :)
Nothing is too obvious, at least if I'm involved...
--
jaime
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On 28-4-2016 12:59, Jaime Vives Piqueres wrote:
> BTW, I've just found a way to avoid the "bottom" problem with df3
> clouds:
It makes for different types of clouds of course. Left image is the
original use of the df3 files as densities; right used as pigment
patterns and with a gradient y density.
I had to substantially increase samples to eliminate artifacts. While
left I could get away with samples 10, on the right - to keep on the
safe side - I used samples 100. I probably could easily get away with
samples 50 though.
--
Thomas
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Attachments:
Download 'my_makecloud2_test_day.png' (852 KB)
Preview of image 'my_makecloud2_test_day.png'

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El 30/04/16 a las 13:27, Thomas de Groot escribió:
> I had to substantially increase samples to eliminate artifacts. While
> left I could get away with samples 10, on the right - to keep on the
> safe side - I used samples 100. I probably could easily get away with
> samples 50 though.
That's strange... I'm getting good results with just 16 samples.
--
jaime
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Am 30.04.2016 um 18:26 schrieb Jaime Vives Piqueres:
> El 30/04/16 a las 13:27, Thomas de Groot escribió:
>> I had to substantially increase samples to eliminate artifacts. While
>> left I could get away with samples 10, on the right - to keep on the
>> safe side - I used samples 100. I probably could easily get away with
>> samples 50 though.
>
> That's strange... I'm getting good results with just 16 samples.
Different version?
Media sampling method 3 had various bogosities until somewhen between
3.7.0 and today.
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Thomas de Groot <tho### [at] degroot org> wrote:
> It makes for different types of clouds of course. Left image is the
> original use of the df3 files as densities; right used as pigment
> patterns and with a gradient y density.
How do you achieve the atmospheric haze effect?
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On 30-4-2016 19:06, Cousin Ricky wrote:
> Thomas de Groot <tho### [at] degroot org> wrote:
>> It makes for different types of clouds of course. Left image is the
>> original use of the df3 files as densities; right used as pigment
>> patterns and with a gradient y density.
>
> How do you achieve the atmospheric haze effect?
>
>
That is a fog. The scene is Gilles Tran's.
--
Thomas
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