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5 May 2024 23:26:03 EDT (-0400)
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From: Kenneth
Subject: Re: Calling the Doctor - nighttime - 16:9
Date: 25 Sep 2017 15:25:01
Message: <web.59c9573af158f762883fb31c0@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
>
> Interestingly, while looking for hair macro, I looked over at Rune's website and
> found his Pattern Control Trick - "Change the color_map of a pigment along a
> pattern"  Perhaps this could be of some use in this instance.

I must have missed that on Rune's site--but I'll definitely take a look! It
sounds like it would be VERY useful, in all sorts of ways. Thanks.


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From: Stephen
Subject: Re: Calling the Doctor - nighttime - 16:9
Date: 25 Sep 2017 16:15:33
Message: <59c963e5$1@news.povray.org>
On 25/09/2017 13:01, Bald Eagle wrote:
> "Kenneth" <kdw### [at] gmailcom> wrote:
> 
>>> Or a slightly oversized version of the same object with filter/transmit applied
>>> to give a "ghost" around the edges?
>>
>> Certainly possible, although I *think* the slightly larger object would still
>> look distinct/sharp. I'd have to experiment to find out.
> 
> 
> Well, all of the suggestions were with the idea that there would be a fog/haze
> in between the fake-blur and the camera to help hide the kludge.
> 
> It also occurred to me that one might be able to make an object slightly ---
> hairy - to soften the edges. 


Hmm! Do you know about Tim Nikias' site. He wrote a suit of macros. One 
of them ye describes thus:
A set of macros to sample the surface of an object. Useful for 
surface-dependant effects like snow, moss, dust, hair, etc.

I've not used that one but his Liquid-Surface-Simulation-Macros work a 
treat.


-- 

Regards
     Stephen


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From: clipka
Subject: Re: Calling the Doctor - nighttime - 16:9
Date: 25 Sep 2017 17:45:46
Message: <59c9790a$1@news.povray.org>
Am 25.09.2017 um 17:09 schrieb William F Pokorny:

> - So the LuxRender code itself is open source with a license compatible
> with POV-Ray's AGPLv3 license?

LuxRender used to be licensed under GPL, presumably 3.0 (that's what
they're still displaying on their website, at any rate), but has
recently transitioned to something they refer to as "APL 2", presumably
Apache license 2.0 (that's what the `license.md` file in their repo is
titled, at any rate).

Note that neither GPL 3.0 nor, to my knowledge, the Apache license 2.0
contain provisions to relicense covered works under the AGPL 3.0, so we
can't just copy-and-paste LuxRender code into POV-Ray.

The AGPL 3.0, GPL 3.0 and, to my knowledge, Apache license 2.0 are
however compatible with each other in the sense that source files
covered by either of those licenses can coexist with source files
covered by another of those licenses within the same project (provided
they in fact comprise separate translation units, which are then
combined in the linkage phase of a build).

Of course IANAL.


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From: Bald Eagle
Subject: Re: Calling the Doctor - nighttime - 16:9
Date: 25 Sep 2017 18:20:00
Message: <web.59c98015f158f7625cafe28e0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

> Hmm! Do you know about Tim Nikias' site.

Yes, certainly.  The problem is always: can I remember that it exists and what
he has over there....
There's always just SOOOOOOOOOOOOOO much that people have written over the
years...   We need a POV-Ray Librarian / archivist to join the POV Team!


Oh.  Wait.  We have TdG.
:D

> He wrote a suit of macros.

http://www.nolights.de/downloads.html

> One
> of them ye describes thus:
> A set of macros to sample the surface of an object. Useful for
> surface-dependant effects like snow, moss, dust, hair, etc.

Ah, yes.  I recall some of threads way back with snow scenes.   Very clever
stuff.

> I've not used that one but his Liquid-Surface-Simulation-Macros work a
> treat.

Thanks, I'll check that out if an when I get enough uninterrupted free time.
<howling maniacal laughter>

Coincidentally, I've just been searching for a nice Mathematica Spikey / spiked
sphere / heavily stellated polyhedron, and his electrostatic repulsion macro
might just fit the bill.
Yay serendipity!


> Regards
>      Stephen


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From: Thomas de Groot
Subject: Re: Calling the Doctor - nighttime - 16:9
Date: 26 Sep 2017 02:53:28
Message: <59c9f968$1@news.povray.org>
On 25-9-2017 14:01, Bald Eagle wrote:
> "Kenneth" <kdw### [at] gmailcom> wrote:
> 
>>> Or a slightly oversized version of the same object with filter/transmit applied
>>> to give a "ghost" around the edges?
>>
>> Certainly possible, although I *think* the slightly larger object would still
>> look distinct/sharp. I'd have to experiment to find out.
> 
> 
> Well, all of the suggestions were with the idea that there would be a fog/haze
> in between the fake-blur and the camera to help hide the kludge.
> 
> It also occurred to me that one might be able to make an object slightly ---
> hairy - to soften the edges.  Maybe do _that_ with a transparent+ior or
> transmissive texture and see how that goes.
> 
> For the oversized transmissive object, I was thinking that perhaps there's a way
> to soften / completely fade out the edges.
> Interestingly, while looking for hair macro, I looked over at Rune's website and
> found his Pattern Control Trick - "Change the color_map of a pigment along a
> pattern"  Perhaps this could be of some use in this instance.
> 
> 
> 

This all let me think that the /stochastic blink/ feature that is 
available in the betas would do nicely.

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Calling the Doctor - nighttime - 16:9
Date: 26 Sep 2017 02:55:07
Message: <59c9f9cb$1@news.povray.org>
On 26-9-2017 0:15, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
> 
>> Hmm! Do you know about Tim Nikias' site.
> 
> Yes, certainly.  The problem is always: can I remember that it exists and what
> he has over there....
> There's always just SOOOOOOOOOOOOOO much that people have written over the
> years...   We need a POV-Ray Librarian / archivist to join the POV Team!
> 
> 
> Oh.  Wait.  We have TdG.
> :D
> 

He does not come cheap ;-)


-- 
Thomas


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From: Stephen
Subject: Re: Calling the Doctor - nighttime - 16:9
Date: 26 Sep 2017 03:54:47
Message: <59ca07c7$1@news.povray.org>
On 25/09/2017 23:15, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
> 
>> Hmm! Do you know about Tim Nikias' site.
> 
> Yes, certainly.  The problem is always: can I remember that it exists and what
> he has over there....
> There's always just SOOOOOOOOOOOOOO much that people have written over the
> years...  

Isn't that the truth? :-)

Hence the link while I remembered.


> We need a POV-Ray Librarian / archivist to join the POV Team!
> 

Things haven't been the same since Uncle Ken went to the darkside of 
photography.



> 
> Oh.  Wait.  We have TdG.
> :D
> 

Good luck with that one. :-)


>> He wrote a suit of macros.
> 
> http://www.nolights.de/downloads.html
> 
>> One
>> of them ye describes thus:
>> A set of macros to sample the surface of an object. Useful for
>> surface-dependant effects like snow, moss, dust, hair, etc.
> 
> Ah, yes.  I recall some of threads way back with snow scenes.   Very clever
> stuff.
> 
>> I've not used that one but his Liquid-Surface-Simulation-Macros work a
>> treat.
> 
> Thanks, I'll check that out if an when I get enough uninterrupted free time.
> <howling maniacal laughter>
> 


Echoing in my head too. :-)

> Coincidentally, I've just been searching for a nice Mathematica Spikey / spiked
> sphere / heavily stellated polyhedron, and his electrostatic repulsion macro
> might just fit the bill.
> Yay serendipity!
> 
> 

Nice one!


-- 

Regards
     Stephen


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From: Bald Eagle
Subject: Re: Calling the Doctor - nighttime - 16:9
Date: 29 Sep 2017 23:25:01
Message: <web.59cf0de9f158f7625cafe28e0@news.povray.org>
This just in:

The TARDIS has been spotted in New Hampshire!

:D


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From: Ive
Subject: Re: Calling the Doctor - nighttime - 16:9
Date: 2 Oct 2017 10:07:49
Message: <59d24835@news.povray.org>
Am 9/24/2017 um 16:32 schrieb William F Pokorny:

Sorry for the late response, was away for a week.

>>  From what I can tell, especially aimed at architectural
>> pre-visualisation,
>
> So these could likely be a little sloppy. Good to know.
>
This is not what I meant.

>
> - Is the profile information added as extra information into a given
> light source modulating the source intensity as was done in a megapov
> patch in the early 2000s?
>
Yes.

> - Is it a complete lighting rig with predefined media around the light?
>
No.

> - Do either of implementations put an extra transparent surface with a
> transfer function in play as I was trying?
>
No.

> - Are the implementations otherwise decoupled from / not-tangled with
> the other objects in the scene? I'd guess, yes, but if not would be nice
> to know what other methods are being employed.
>
Yes.

> - If those two tools have optional script outputs, might we get a look
> at code snipets from both tools with example use?
>
No script output, if this is indeed what you mean. But for sure script 
input ;)


> - Also wonder if full spherical profiles are common or if it is
> primarily spot/directional lights?
>
There are e.g. light bulb and neon tube IES profiles as well. But as far 
as I understand it, IES profiles are focused on the fixture and
others than spotlights are hard to come by and/or are not very 
reliable/useful.

> I recall a free standing fixture having light bleeding through the back
> side such that the profile isn't the half sphere/horizontal angle sort.
> It had some holes on the topside/backside (venting for heat I suppose?)
> and the sampling looked to have caught some but not all the backside,
> peep hole light bolts. In this case the profile represented the reality
> poorly around part of the fixture. Suppose the support position could be
> the IES is what it is, but on seeing this I wondered whether a good IES
> implementation would offer options to perhaps force symmetry across an
> axis or something.
>
> - Do the two tools you use with IES support 'fix-up/clean-up' options on
> import?
>
No.

> Wonder how it can take zero extra time given extra calculations or
> surfaces must be involved... I guess I could see how 'adc bailout' might
> happen earlier for some rays at the surface of a transparency mapped
> sphere/cylinder, but that approach generates extra rays at the surface
> and transmission calculations overall. If IES is handled in the light
> code itself, I guess it could better prune the surface-look-to-light
> rays as I believe happens today with POV-Ray's spotlights. Though I've
> not spent much time with the light source code.
>
Both are unbiased, brute force render engines so I guess the few extra 
calculations simply don't matter given the extreme amount of rays they 
shoot anyway.

> One last question. Do these other ray tracing tools implement EULUMDAT,
> ..ldt, support too?
>
No. But, as far as I understand it, this would be even better.
Maxwell Render and Mental Ray (I once tried the free trial versions of 
both, just to see what the Pros are working with) do support them.


> Thanks for your time and any further information you can offer. I've
> opened up a github issue:
>
>    https://github.com/POV-Ray/povray/issues/322
>
> where we can roll(1) up links, discussion and information. Perhaps one
> of us will take another run at 'IES support' at some point. For now I
> have to get back to some other work.
>
> Bill P.
>

A few links from my collection that might be of interest.

A freeware IES file viewer:
http://www.photometricviewer.com/

A small collection of IES profiles for "artists" that DO work very well:
http://www.derekjenson.com/3d-blog/ies-light-profiles

At the bottom of the side is a tool that claims to convert EULUMDAT to 
IES, but I haven't tried it by myself yet:
http://www.helios32.com/resources.htm



-Ive


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From: Ive
Subject: Re: Calling the Doctor - nighttime - 16:9
Date: 2 Oct 2017 10:08:14
Message: <59d2484e$1@news.povray.org>
Am 9/25/2017 um 17:09 schrieb William F Pokorny:
>
> Starting with the Blender reference, you can accomplish the custom
> curves sort of thing - and more - already in POV-Ray though in a less
> pre-packaged way. See the attached 3.8 scene for a quick example.
>
I wasn't aware of the user_defined pigment functions in 3.8. Thanks for 
the reminder. Cool piece of code, I'll play with it. It might even make 
it possible to create a realistic close up of a candle light - with it's 
typical non uniform light and shadow distribution.

-Ive


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