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5 Nov 2024 18:28:31 EST (-0500)
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From: RATH, CHRISTOPHER A
Subject: Re: Floating - WIP
Date: 15 Apr 2024 15:31:08
Message: <661d807c$1@news.povray.org>
On 4/13/2024 2:55 PM, Cousin Ricky wrote:
> "RATH, CHRISTOPHER A" <car### [at] comcastnet> wrote:
>> This is a work-in-progress inspired by a photo I took of my grandson
>> chasing soap bubbles in his yard.  As usual, it was supposed to be a
>> brief doodle, but has morphed beyond that.  I have started adding other
>> things that "float" in various ways to model in the scene as well.
> 
> Are those floating objects intended to be bubbles?  They look like solid water
> droplets.  Hollow bubbles do not invert the scene behind them.
> 
> The cracks in the pink granite blocks are conspicuously regular, but I'm sure
> you already have plans for those.
> 
> 
> 
I fixed the issue with the bubbles.  The objects were defined to allow 
for a variable wall thickness between 0.33 and 2 microns.  In my 
experiments the test bubbles were all 1 micron or more thick and they 
always looked right.  However, when I used a value < 1, I was running 
into the floating point range problem that was giving very weird results.

So, I changed the thickness range so no bubble is ever less than 1 
micron thick and now they look much better.

I'm playing with the fountain crack and the balloon texture now and will 
post an update later.

-- 
-- Chris R


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From: William F Pokorny
Subject: Re: Floating - WIP
Date: 15 Apr 2024 22:51:06
Message: <661de79a$1@news.povray.org>
On 4/15/24 15:31, RATH, CHRISTOPHER A wrote:
> However, when I used a value < 1, I was running into the floating point 
> range problem that was giving very weird results.

Moving to a smaller isosurface accuracy setting(a) might well help too, 
if you've not already tried it.

Bill P.

(a) - As a rough rule, accuracy values of 1e-5 / 1e=6 are about the best 
we can actually achieve with isosurfaces.


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From: Bald Eagle
Subject: Re: Floating - WIP
Date: 16 Apr 2024 06:35:00
Message: <web.661e53dd239499c91f9dae3025979125@news.povray.org>
"RATH, CHRISTOPHER A" <car### [at] comcastnet> wrote:

> I'm playing with the fountain crack and the balloon texture now and will
> post an update later.

This is looking great - I think what you need for the balloon is
transparency/filter, double_illumination, and SSLT.

How did you make that cracked brick?   It looks awesome!


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From: Alain Martel
Subject: Re: Floating - WIP
Date: 16 Apr 2024 08:19:32
Message: <661e6cd4$1@news.povray.org>
Le 2024-04-16 à 06:33, Bald Eagle a écrit :
> "RATH, CHRISTOPHER A" <car### [at] comcastnet> wrote:
> 
>> I'm playing with the fountain crack and the balloon texture now and will
>> post an update later.
> 
> This is looking great - I think what you need for the balloon is
> transparency/filter, double_illumination, and SSLT.
> 
More like back side illumination + radiosity with recursion_level 3 or 
4. That would simulate the thin walls of a balloon way better than SSLT.
Yes, add a small amount of filter.
pigment{Yellow filter 0.1}//maybe even less


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From: RATH, CHRISTOPHER A
Subject: Re: Floating - WIP
Date: 16 Apr 2024 09:35:59
Message: <661e7ebf$1@news.povray.org>
On 4/15/2024 1:03 PM, Leroy wrote:
> "RATH, CHRISTOPHER A" <car### [at] comcastnet> wrote:
>> This is a work-in-progress inspired by a photo I took of my grandson
>> chasing soap bubbles in his yard.  As usual, it was supposed to be a
>> brief doodle, but has morphed beyond that.  I have started adding other
>> things that "float" in various ways to model in the scene as well.
>>
>>
>> --
>> -- Chris R
> 
> I like the way you play. Why not use Iridescence on the soap bubbles?
> That is what it was made for.
> Have Fun!
> 
The bubbles do have iridescence; the bug in the shape is probably making 
it too hard to see.  I will probably put a few bubbles closer to the 
camera so you can see it better in the final image.

-- 
-- Chris R


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From: RATH, CHRISTOPHER A
Subject: Re: Floating - WIP
Date: 16 Apr 2024 09:40:00
Message: <661e7fb0$1@news.povray.org>
On 4/15/2024 10:51 PM, William F Pokorny wrote:
> On 4/15/24 15:31, RATH, CHRISTOPHER A wrote:
>> However, when I used a value < 1, I was running into the floating 
>> point range problem that was giving very weird results.
> 
> Moving to a smaller isosurface accuracy setting(a) might well help too, 
> if you've not already tried it.
> 
> Bill P.
> 
> (a) - As a rough rule, accuracy values of 1e-5 / 1e=6 are about the best 
> we can actually achieve with isosurfaces.
> 
I'm actually using 1e-7, which seems to make a difference from 1e-6. 
I'm not getting any artifacts at 1e-7, but there are a few on the front 
of bubbles at 1e-6.

-- 
-- Chris R


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From: RATH, CHRISTOPHER A
Subject: Re: Floating - WIP
Date: 16 Apr 2024 09:45:29
Message: <661e80f9$1@news.povray.org>
On 4/16/2024 6:33 AM, Bald Eagle wrote:
> "RATH, CHRISTOPHER A" <car### [at] comcastnet> wrote:
> 
>> I'm playing with the fountain crack and the balloon texture now and will
>> post an update later.
> 
> This is looking great - I think what you need for the balloon is
> transparency/filter, double_illumination, and SSLT.
> 
> How did you make that cracked brick?   It looks awesome!
> 
> 
> 
I'm playing with a bunch of suggestions for the balloon.  Currently the 
texture is:

     #local _p1  = pigment { color rgbf <0.6, 0.6, 0.005, 0.7> }
     #local _p2  = pigment { color rgbf <0.6, 0.6, 0.005, 0.6> }

         material {
             texture {
                 pigment {
                     bozo
                     pigment_map {
                         [0.0 _p1]
                         [0.5 _p1]
                         [0.8 _p2]
                         [1.0 _p2]
                     }
                     warp { turbulence 0.9 }
                     scale 2
                 }
                 //normal { bumps 0.01 scale 0.01 }
                 finish {
                     fresnel 0.4
                     specular albedo 1.0
                     roughness 0.005
                     diffuse albedo 1.0
                     reflection { 0.4 }
                 }
             }
             interior { ior 1.5 }
         }

I'm working out how to get a more realistic reflection and will look at 
the suggestions provided here.  I haven't tried rendering this with 
radiosity yet.
-- 
-- Chris R


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From: RATH, CHRISTOPHER A
Subject: Re: Floating - WIP
Date: 16 Apr 2024 09:48:04
Message: <661e8194$1@news.povray.org>
On 4/16/2024 6:33 AM, Bald Eagle wrote:
> "RATH, CHRISTOPHER A" <car### [at] comcastnet> wrote:
> 
>> I'm playing with the fountain crack and the balloon texture now and will
>> post an update later.
> 
> This is looking great - I think what you need for the balloon is
> transparency/filter, double_illumination, and SSLT.
> 
> How did you make that cracked brick?   It looks awesome!
> 
> 
> 

As for the brick, (which is changing slightly in the updated version), I 
do almost everything with isosurfaces.  The bricks are just slices of a 
cylindrical tube, and I subtract out a pigment function based on the 
marble pattern.  In the first version, each block had its own random 
cracked marble pattern applied to it.  In the new one, there is a global 
crack pattern that gets applied to the foundation and each block so 
there is consistency with the way the fountain is cracking.

-- 
-- Chris R


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From: RATH, CHRISTOPHER A
Subject: Re: Floating - WIP
Date: 17 Apr 2024 08:29:19
Message: <661fc09f@news.povray.org>
On 4/16/2024 9:35 AM, RATH, CHRISTOPHER A wrote:
> On 4/15/2024 1:03 PM, Leroy wrote:
>> "RATH, CHRISTOPHER A" <car### [at] comcastnet> wrote:
>>> This is a work-in-progress inspired by a photo I took of my grandson
>>> chasing soap bubbles in his yard.  As usual, it was supposed to be a
>>> brief doodle, but has morphed beyond that.  I have started adding other
>>> things that "float" in various ways to model in the scene as well.
>>>
>>>
>>> -- 
>>> -- Chris R
>>
>> I like the way you play. Why not use Iridescence on the soap bubbles?
>> That is what it was made for.
>> Have Fun!
>>
> The bubbles do have iridescence; the bug in the shape is probably making 
> it too hard to see.  I will probably put a few bubbles closer to the 
> camera so you can see it better in the final image.
> 
This is a ways from being done, but I wanted to share the updated image 
with the bubbles fixed.  The balloon texture is still not quite right, 
even when I render with radiosity (which this version does not).

-- 
-- Chris R


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Attachments:
Download 'scene.png' (3793 KB)

Preview of image 'scene.png'
scene.png


 

From: Cousin Ricky
Subject: Re: Floating - WIP
Date: 17 Apr 2024 12:17:47
Message: <661ff62b$1@news.povray.org>
On 2024-04-17 08:28 (-4), RATH, CHRISTOPHER A wrote:
>>
> This is a ways from being done, but I wanted to share the updated image
> with the bubbles fixed.  The balloon texture is still not quite right,
> even when I render with radiosity (which this version does not).

I doubt radiosity makes any difference here.  I would give Alain's
suggestion of blurred reflection a try.  If you haven't seen it yet, the
technique is at:

https://wiki.povray.org/content/Knowledgebase:Language_Questions_and_Tips#Topic_13

To avoid having this technique stall and take forever, use Alain's
modification:

https://news.povray.org/49b9809b%241%40news.povray.org

And I would cut the reflection in half or even lower; and if you're
using finish-level Fresnel, remember to use the reduced reflection as
its argument:

finish
{ fresnel 0.5
  reflection { 0.5 fresnel }
  conserve_energy
  ...
}

The reflection of the water highlights on the right edge of the balloon
looks suspiciously metallic.  Is this not a rubber balloon?


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