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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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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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"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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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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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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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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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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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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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
Post a reply to this message
Attachments:
Download 'scene.png' (3793 KB)
Preview of image 'scene.png'
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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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