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20 Jun 2024 07:32:21 EDT (-0400)
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From: And
Subject: Re: Cloud City II
Date: 1 Dec 2017 03:45:00
Message: <web.5a2115672231f8ba7e12b7e70@news.povray.org>
test my cloud with a sculpted mountain


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From: And
Subject: Re: Cloud City II
Date: 1 Dec 2017 05:00:01
Message: <web.5a2127aa2231f8ba7e12b7e70@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> test my cloud with a sculpted mountain

rendered from high altitude


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From: Sven Littkowski
Subject: Re: Cloud City II
Date: 1 Dec 2017 05:09:08
Message: <5a212a44$1@news.povray.org>
On 01.12.2017 02:48, And wrote:
> Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
>> On 01.12.2017 01:32, And wrote:
>>> I give you some value:
>>> The size is radius, I post a picture, can find some value on it.
>>
>> Hi, big thanks.
>>
>> As I understand it, I need to add this media into the declaration of
>> each sun, is that correct? And if so, would the sun sphere need to be
>> hollow?
>>
>>
>> ---

>> http://www.avg.com
> 
> Sun...no, this is for cloud.
> 
Olala! Thanks for telling me. Will try it out. :-) :-D

But we need to find a way, to get a glow around the two suns, too.


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From: Sven Littkowski
Subject: Re: Cloud City II
Date: 1 Dec 2017 05:13:46
Message: <5a212b5a$1@news.povray.org>
Is there any location, where "this" and "dens_cloud" are defined? I
feel, I am missing some previous code here. :-)

---

http://www.avg.com


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From: Sven Littkowski
Subject: Re: Cloud City II
Date: 1 Dec 2017 06:09:19
Message: <5a21385f$1@news.povray.org>
On your last (high-attitude) cloud image, i would apply a tiny scale
attribute to your clouds. make them just a little bit flatter, maybe 10
to 20% only.

Your low-attitude cloudy-mountains image shows clouds that are not dense
enough in their center, not hiding the mountains well enough yet. I
believe, if you increase the density inside the centers, you should be
finished with the cloud coding. :-)

---

http://www.avg.com


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From: And
Subject: Re: Cloud City II
Date: 1 Dec 2017 06:35:01
Message: <web.5a213e392231f8ba7e12b7e70@news.povray.org>
Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
> On your last (high-attitude) cloud image, i would apply a tiny scale
> attribute to your clouds. make them just a little bit flatter, maybe 10
> to 20% only.
>

Hmm really?

> Your low-attitude cloudy-mountains image shows clouds that are not dense
> enough in their center, not hiding the mountains well enough yet. I
> believe, if you increase the density inside the centers, you should be
> finished with the cloud coding. :-)
>

My approach will not allow me to rise the density much more, or it shows more
artifact. That's one of what I said the limit of the media previous. It can
simulate not so dense cloud, but more density it can't.

The two pictures that I last post is in the same cloud setting. Just change the
camera position. I want to express that my approach can simulate cloud nearing
the physical reality, not just an inconstant result.
> ---

> http://www.avg.com


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From: And
Subject: Re: Cloud City II
Date: 1 Dec 2017 07:20:00
Message: <web.5a2148a42231f8ba7e12b7e70@news.povray.org>
Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
> Is there any location, where "this" and "dens_cloud" are defined? I
> feel, I am missing some previous code here. :-)
>
> ---

> http://www.avg.com

"dens_cloud" is mine. It outputs the shape of the cloud from a function, I
usually use function to control the pattern. You can use your own density
pattern instead.

#include "functions.inc"

#declare f_test =
function(x,y,z) {
0.32*sum(i, 0, 4, pow(abs(f_noise3d(x*pow(2, i)/0.4, y*pow(2, i)/0.4, z*pow(2,
i)/0.4)), 2.5)/pow(2.0, i) )
}



#declare f_cloud_base =
function(x,y,z) {
0.5 - f_test(x,y,z)*3*3*z*exp(-3*z) - 0.32*3*3*z*exp(-3*z)
}


#declare dens_cloud =
density{
    function{0.5 - 0.2*f_cloud_base(x,y,z)}
    color_map{
        [0   rgb 0]
        [0.5 rgb 0]
        [0.56 rgb 1]
        [1   rgb 1]
    }
}


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From: And
Subject: Re: Cloud City II
Date: 1 Dec 2017 07:35:00
Message: <web.5a214bc72231f8ba7e12b7e70@news.povray.org>
Sunset:

this image I just assigned scattering media for the cloud. You can see the cloud
is too dark.
Even I set the extinction smaller than 1.0(this is equal emission some lights)


// cloud
box{
<-5.01, -5.01, 0>, <5.01, 5.01, 1>
hollow
    material{
        texture{
            pigment{rgbt<0,0,0,1>}
            finish{ambient 0 diffuse 0}
        }
        interior {
            media{
                samples 8

                scattering{
                3, rgb< 1.00, 0.784, 0.746 >*8.0 //8.0
                extinction 0.8
                }
                density {
                dens_cloud
                }
            }
        }
    }
scale 2
translate <0,0,0.4>
}


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From: And
Subject: Re: Cloud City II
Date: 1 Dec 2017 07:55:01
Message: <web.5a2150552231f8ba7e12b7e70@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> Sunset:
>
> this image I just assigned scattering media for the cloud. You can see the cloud
> is too dark.
> Even I set the extinction smaller than 1.0(this is equal emission some lights)
>

Too dark is caused by lacking of multiple scattering, so I fill-in some light
with emission for it.



    material{
        texture{
            pigment{rgbt<0,0,0,1>}
            finish{ambient 0 diffuse 0}
        }
        interior {

            media{
                samples 8

               emission rgb<3.73, 2.92*0.75*0.161, 2.78*0.65*0.01 >*0.15

                density {
                dens_cloud2
                }
            }
            media{
                samples 8
                emission rgb<1.00, 0.784*0.75*0.161, 0.746*0.65*0.01 >*1.0
                         // notice this is
                         // vdot(<1.00, 0.784*0.75, 0.746*0.65>,
                         //      <1.00, 0.161, 0.01>)
                         //      ^^^^^^^^^^^^^^^^^^^  this is my sun color

                scattering{
                3, rgb< 1.00, 0.784, 0.746 >*8.0 //this is the same, not change
                extinction 0.8
                }
                density {
                dens_cloud
                }
            }
        }
    }


for the sunset I use rgb<1.00,0.161,0.01>*strength for my parallel light as sun
light. It is from a sunset photo, I measured the color.


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From: And
Subject: Re: Cloud City II
Date: 1 Dec 2017 08:00:01
Message: <web.5a2151ca2231f8ba7e12b7e70@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> > Sunset:
> >
> > this image I just assigned scattering media for the cloud. You can see the cloud
> > is too dark.
> > Even I set the extinction smaller than 1.0(this is equal emission some lights)
> >
>
> Too dark is caused by lacking of multiple scattering, so I fill-in some light
> with emission for it.


Another view:


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