POV-Ray : Newsgroups : povray.binaries.images : Steam Fog: First WIP Server Time: 23 Mar 2019 06:36:51 GMT
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From: MichaelJF
Subject: Steam Fog: First WIP
Date: 22 Feb 2019 19:04:21
Message: <5c7047b5@news.povray.org>
Hi to the crowd,

this image has still a lot of flaws (sun colour and reflections, the 
swan model itself, textures of the cattails) and may be limitations to 
media by POV. media seems to be handling color_maps or density_maps 
different than pigment or texture having no interpolation between the 
map entries but shap edges. This is what I derived in a first attempt. 
Rendering time was a little bit longer (3 weeks).

Best regards
Michael


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thelonelyswan.jpg


 

From: Thomas de Groot
Subject: Re: Steam Fog: First WIP
Date: 23 Feb 2019 07:42:24
Message: <5c70f960$1@news.povray.org>
On 22-2-2019 20:04, MichaelJF wrote:
> Hi to the crowd,
> 
> this image has still a lot of flaws (sun colour and reflections, the 
> swan model itself, textures of the cattails) and may be limitations to 
> media by POV. media seems to be handling color_maps or density_maps 
> different than pigment or texture having no interpolation between the 
> map entries but shap edges. This is what I derived in a first attempt. 
> Rendering time was a little bit longer (3 weeks).
> 

Phew... Michael! That is no easy matter to model! But you seem to be on 
the right track already. Well done so far.

I do not understand your comment about the sharp edges using density 
maps. In my experience they work pretty much like colour or texture 
maps. May it be a question of scaling which troubles you? That is 
something where density maps do differ I understand. Maybe a little 
piece of code can clarify the matter. I am currently putting order in my 
collection of media tests, so maybe I can help.

No kidding? 3 (three) weeks render time?! Wow!

-- 
Thomas


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From: Jörg "Yadgar" Bleimann
Subject: Re: Steam Fog: First WIP
Date: 23 Feb 2019 09:09:47
Message: <5c710ddb@news.povray.org>
Hi(gh)!

On 22.02.19 20:04, MichaelJF wrote:
> Hi to the crowd,
> 
> this image has still a lot of flaws (sun colour and reflections, the 
> swan model itself, textures of the cattails) and may be limitations to 
> media by POV. media seems to be handling color_maps or density_maps 
> different than pigment or texture having no interpolation between the 
> map entries but shap edges. This is what I derived in a first attempt. 
> Rendering time was a little bit longer (3 weeks).

Just my mustard ;-):

The rising fog should be turbulated more, now it looks like small 
straight columns of mist... and what about using Chris Colefax's 
lensflare macro?

See you in Khyberspace!

Yadgar


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From: Norbert Kern
Subject: Re: Steam Fog: First WIP
Date: 24 Feb 2019 18:05:01
Message: <web.5c72dc1168f7cc2a3c1c78400@news.povray.org>
MichaelJF <mi-### [at] t-onlinede> wrote:
> Hi to the crowd,
>
> this image has still a lot of flaws (sun colour and reflections, the
> swan model itself, textures of the cattails) and may be limitations to
> media by POV. media seems to be handling color_maps or density_maps
> different than pigment or texture having no interpolation between the
> map entries but shap edges. This is what I derived in a first attempt.
> Rendering time was a little bit longer (3 weeks).
>
> Best regards
> Michael



this smells like a fantastic image!

Norbert


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From: MichaelJF
Subject: Re: Steam Fog: First WIP
Date: 24 Feb 2019 19:20:39
Message: <5c72ee87@news.povray.org>
Am 23.02.2019 um 08:42 schrieb Thomas de Groot:
> On 22-2-2019 20:04, MichaelJF wrote:
>> Hi to the crowd,
>>
>> this image has still a lot of flaws (sun colour and reflections, the 
>> swan model itself, textures of the cattails) and may be limitations to 
>> media by POV. media seems to be handling color_maps or density_maps 
>> different than pigment or texture having no interpolation between the 
>> map entries but shap edges. This is what I derived in a first attempt. 
>> Rendering time was a little bit longer (3 weeks).
>>
> 
> Phew... Michael! That is no easy matter to model! But you seem to be on 
> the right track already. Well done so far.
> 
> I do not understand your comment about the sharp edges using density 
> maps. In my experience they work pretty much like colour or texture 
> maps. May it be a question of scaling which troubles you? That is 
> something where density maps do differ I understand. Maybe a little 
> piece of code can clarify the matter. I am currently putting order in my 
> collection of media tests, so maybe I can help.
> 
> No kidding? 3 (three) weeks render time?! Wow!
> 
Hi Thomas,
this time a didn't click accidentally into the image while converting it 
to jpg with the GIMP, but with purpose. In the marked area you can see 
the sharp edges I mean. The code was

#if(SteamFog)
    #declare DensBoden1= density {
       agate
       agate_turb 1
       density_map {
          [ 0 rgb <1,1,1>/5 ]
          //[ 0.02 rgb <1,1,1> ]
          [ 0.03 rgb <0,0,0> ]
          [ 1 rgb <0,0,0> ]
       }
    }

    #declare DensBoden3= density {
       agate
       agate_turb 1
       density_map {
          [ 0 rgb <1,1,1>/5 ]
          //[ 0.02 rgb <1,1,1> ]
          [ 0.02 rgb <0,0,0> ]
          [ 1 rgb <0,0,0> ]
       }
       scale <5,50,5>
       //warp { turbulence <0.5,0.1,0.5> }
       //rotate <0,90,0>
    }

    #declare DensLuft = density {
       rgb <0,0,0>
    }
    box { <-150,0.001,-15>,<150.01,1,150> pigment { rgbt 1 } hollow
       interior {
          media {
             scattering { 2, White/5 }
             //absorption <0,0.25,1>
             //intervals 25
             samples 64
             density {
                gradient y
                density_map {
                   [ 0 DensBoden1 ]
                   [ 0.5 DensBoden1 ]
                   [ 0.6 DensLuft ]
                   [ 1 DensLuft ]
                }
                scale <1,2,1> translate <0,-0.5,0> // avoid repetition 
at height 1
                warp { turbulence <0.01,0.4,0.01> }
             }
          }
          media {
             scattering { 2, White/5 }
             //absorption <0,0.25,1>
             //intervals 25
             samples 64
             density {
                gradient y
                density_map {
                   [ 0 DensBoden3 ]
                   [ 0.5 DensBoden3 ]
                   [ 0.6 DensLuft ]
                   [ 1 DensLuft ]
                }
                scale <1,2,1> translate <0,-0.5,0> // avoid repetition 
at height 1
                warp { turbulence <0.01,0.3,0.01> }
             }
          }
          #if(GlobalFog)
             media { scattering {2, White/5 } density { rgb 0.001 } }
          #end
       }
    }
    #if(GlobalFog)
       box { <-100,1.001,-5.9>,<100,25,130> pigment { rgbt 1} hollow
          interior {
             media { scattering {2, White/5 } density { rgb 0.0001 } }
          }
       }
    #end
#end

GlobalFog was activated. May be I have overlooked some thing or the other.

Best regards
Michael


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Attachments:
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Preview of image 'thelonelyswan_problemzone.jpg'
thelonelyswan_problemzone.jpg


 

From: MichaelJF
Subject: Re: Steam Fog: First WIP
Date: 24 Feb 2019 19:36:33
Message: <5c72f241$1@news.povray.org>
Am 24.02.2019 um 19:01 schrieb Norbert Kern:
> MichaelJF <mi-### [at] t-onlinede> wrote:
>> Hi to the crowd,
>>
>> this image has still a lot of flaws (sun colour and reflections, the
>> swan model itself, textures of the cattails) and may be limitations to
>> media by POV. media seems to be handling color_maps or density_maps
>> different than pigment or texture having no interpolation between the
>> map entries but shap edges. This is what I derived in a first attempt.
>> Rendering time was a little bit longer (3 weeks).
>>
>> Best regards
>> Michael
> 
> 
> 
> this smells like a fantastic image!
> 
> Norbert
> 
> 
> 
Many thanks Norbert,
I will work at this project further, but don't expect results soon, 
since the rendering is very time consuming.

Best regards
Michael


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From: MichaelJF
Subject: Re: Steam Fog: First WIP
Date: 24 Feb 2019 19:43:07
Message: <5c72f3cb$1@news.povray.org>
Am 23.02.2019 um 10:12 schrieb Jörg "Yadgar" Bleimann:
> Hi(gh)!
> 
> On 22.02.19 20:04, MichaelJF wrote:
>> Hi to the crowd,
>>
>> this image has still a lot of flaws (sun colour and reflections, the 
>> swan model itself, textures of the cattails) and may be limitations to 
>> media by POV. media seems to be handling color_maps or density_maps 
>> different than pigment or texture having no interpolation between the 
>> map entries but shap edges. This is what I derived in a first attempt. 
>> Rendering time was a little bit longer (3 weeks).
> 
> Just my mustard ;-):
> 
> The rising fog should be turbulated more, now it looks like small 
> straight columns of mist... and what about using Chris Colefax's 
> lensflare macro?
> 
> See you in Khyberspace!
> 
> Yadgar
Hi Yagdar,
the rising turbulence is just my problem (see the code I posted some 
minutes earlier). I cannot see a reason to add lens flare to the image. 
Especially since we have no conversion of the lens flare macros by chris 
colefax to POV 3.7. They did not work with 3.7 so far. I played around 
with them to solve this issue a while ago, but failed unfortunatelly.

Best regards
Michael


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From: Thomas de Groot
Subject: Re: Steam Fog: First WIP
Date: 25 Feb 2019 07:29:40
Message: <5c739964$1@news.povray.org>
On 24-2-2019 20:20, MichaelJF wrote:
> Am 23.02.2019 um 08:42 schrieb Thomas de Groot:
>> On 22-2-2019 20:04, MichaelJF wrote:
>>> Hi to the crowd,
>>>
>>> this image has still a lot of flaws (sun colour and reflections, the 
>>> swan model itself, textures of the cattails) and may be limitations 
>>> to media by POV. media seems to be handling color_maps or 
>>> density_maps different than pigment or texture having no 
>>> interpolation between the map entries but shap edges. This is what I 
>>> derived in a first attempt. Rendering time was a little bit longer (3 
>>> weeks).
>>>
>>
>> Phew... Michael! That is no easy matter to model! But you seem to be 
>> on the right track already. Well done so far.
>>
>> I do not understand your comment about the sharp edges using density 
>> maps. In my experience they work pretty much like colour or texture 
>> maps. May it be a question of scaling which troubles you? That is 
>> something where density maps do differ I understand. Maybe a little 
>> piece of code can clarify the matter. I am currently putting order in 
>> my collection of media tests, so maybe I can help.
>>
>> No kidding? 3 (three) weeks render time?! Wow!
>>
> Hi Thomas,
> this time a didn't click accidentally into the image while converting it 
> to jpg with the GIMP, but with purpose. In the marked area you can see 
> the sharp edges I mean. The code was
> 

OoooK. I see it now. I shall play with your code. Maybe I get a bright 
idea ;-)

-- 
Thomas


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From: And
Subject: Re: Steam Fog: First WIP
Date: 25 Feb 2019 11:20:01
Message: <web.5c73ce4e68f7cc2af4e3bc70@news.povray.org>
MichaelJF <mi-### [at] t-onlinede> wrote:
> Hi to the crowd,
>
> this image has still a lot of flaws (sun colour and reflections, the
> swan model itself, textures of the cattails) and may be limitations to
> media by POV. media seems to be handling color_maps or density_maps
> different than pigment or texture having no interpolation between the
> map entries but shap edges. This is what I derived in a first attempt.
> Rendering time was a little bit longer (3 weeks).
>
> Best regards
> Michael

Your light source don't look like from your sun


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From: MichaelJF
Subject: Re: Steam Fog: First WIP
Date: 25 Feb 2019 18:45:08
Message: <5c7437b4$1@news.povray.org>
Am 25.02.2019 um 12:15 schrieb And:
> MichaelJF <mi-### [at] t-onlinede> wrote:
>> Hi to the crowd,
>>
>> this image has still a lot of flaws (sun colour and reflections, the
>> swan model itself, textures of the cattails) and may be limitations to
>> media by POV. media seems to be handling color_maps or density_maps
>> different than pigment or texture having no interpolation between the
>> map entries but shap edges. This is what I derived in a first attempt.
>> Rendering time was a little bit longer (3 weeks).
>>
>> Best regards
>> Michael
> 
> Your light source don't look like from your sun
> 
Hi And,
thanks. I was not clear enough. This is the first flaw I mentioned. To 
be exact: sun colour and the colour of the emitting media doesn't match 
so far. More or less, in this WIP the sun is just a dummy to hint at my 
final intention.

Best regards
Michael


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