POV-Ray : Newsgroups : povray.binaries.images : Metal Flares - 1 attachment Server Time
20 Nov 2024 00:25:48 EST (-0500)
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From: Rafal 'Raf256' Maj
Subject: Metal Flares - 1 attachment
Date: 16 Aug 2003 06:33:50
Message: <Xns93D97FCF73E75raf256com@204.213.191.226>
Just a test of my specular-flare add on

-- 
Raf256


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metal_flare_1.jpg


 

From: Rick [Kitty5]
Subject: Re: Metal Flares - 1 attachment
Date: 16 Aug 2003 07:22:56
Message: <3f3e1410$1@news.povray.org>
Rafal 'Raf256' Maj wrote:
> Just a test of my specular-flare add on

pretty :))


-- 
Rick

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From: Hugo Asm
Subject: Re: Metal Flares - 1 attachment
Date: 16 Aug 2003 13:00:03
Message: <3f3e6313$1@news.povray.org>
I guess you are storing the light_source location in a variable, and
calculate the flare point from that in relation to the object.

The idea has potential. I'd like to see, for example, the ocean light up in
pretty flares on a sunny day. In real life, THAT is so beautiful!

Will you calculate the ior values as well? And I expect it's restricted to
light_sources; no global illumination.

A kind of postprocessing would be great, too.

Regards,
Hugo


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From: Rafal 'Raf256' Maj
Subject: Re: Metal Flares - 1 attachment - 1 attachment
Date: 16 Aug 2003 13:20:47
Message: <Xns93D9C4C0070E4raf256com@204.213.191.226>
hua### [at] post3teledk news:3f3e6313$1@news.povray.org

> I guess you are storing the light_source location in a variable, and
> calculate the flare point from that in relation to the object.

nope, not exacly ;)

> The idea has potential. I'd like to see, for example, the ocean light
> up in pretty flares on a sunny day. In real life, THAT is so
> beautiful! 

it's the next thing I'm planning to write now
 
> Will you calculate the ior values as well? And I expect it's

I thing current method should work with i.e. glass

> A kind of postprocessing would be great, too.

it is a postprocessing, a C++ program :)

btw - next version (now with small lanse-flares like in 35mm camera, 
visible as small circles) I think animation with moving camera would be 
very itneresting.

Currently it takes about 1 min to add flares/glows by my addon, and about 1 
h to render image (due to complicated blob, and radiosity).


-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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metal_flare_2.jpg


 

From: Hugo Asm
Subject: Re: Metal Flares - 1 attachment - 1 attachment
Date: 17 Aug 2003 07:42:02
Message: <3f3f6a0a@news.povray.org>
> it is a postprocessing, a C++ program :)

Oooh! That's much better.  :o)  Then I guess, you are sampling the image to
find bright spots (hopefully a 16bit image or more) and add the flares
accordingly. Are you going to deal with soft-glows as well?  I think they're
an important part of the show... MegaPOV 0.7 had postprocessing features;
among them softglow. Two days ago I found a way to make softglows via SDL on
the entire image - and without a double pass. I was inspired by a russian
poster (his image "really hot thing"). But the solution is still unnecessary
slow.

Will you send the patch to the MegaPOV team once finished?

Regards,
Hugo


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From: Rafal 'Raf256' Maj
Subject: Re: Metal Flares - 1 attachment - 1 attachment
Date: 17 Aug 2003 11:10:51
Message: <Xns93DAAEC52A6F3raf256com@204.213.191.226>
hua### [at] post3teledk news:3f3f6a0a@news.povray.org

> Oooh! That's much better.  :o)  Then I guess, you are sampling the
> image to find bright spots (hopefully a 16bit image or more) and add

still - no ;o) this will give wrong results in some cases i.e. white paper 
isn't "sparky" but gray metall (silver) - is. 
But yes, my algorithm is quite simillar.

> the flares accordingly. Are you going to deal with soft-glows as well?

What are thoes?  Any examples of images with and without it?

> Will you send the patch to the MegaPOV team once finished?

It's a separate program right now I'll thing of it's license later, but 
probably it would have freeware version.


-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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From: Hugo Asm
Subject: Re: Softglow example
Date: 17 Aug 2003 14:56:06
Message: <3f3fcfc6@news.povray.org>
Tim Nikias recently wrote something in SDL that makes a softglow on specular
highlights. The code I wrote is another approch to obtain the same effect,
but they are all inefficient compared to postprocessing in C++. MegaPOV0.7
had such a solution on an experimental basis along with motion_blur and
faked focal_blur. I'm not sure wether these features have been dropped.

The softglow is a blurred copy of the image, added to the original image,
using a "lighten" combination. Bright spots (with a brightness above 1) will
be mostly affected. Well, provided the format hasn't already been cropped to
24 bit (8 bit luminance).

The reason for having softglows is to simulate a camera or a human eye, that
catches a strong light and spread it around the lens. The same effect
results in flares. In addition, sometimes a photographer uses a blurring
lens for glamour shots; weddings or portraits.

I've searched on google but couldn't find great examples. So here's just the
docs from the implementation in MegaPOV:
http://astronomy.swin.edu.au/~pbourke/geomformats/megapovplus/#PP_Soft_Glow

And a small example:
http://users.skynet.be/bs936509/povfr1/concept1/povfr-gs-pp.htm

Regards,
Hugo


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From: Rafal 'Raf256' Maj
Subject: Re: Softglow example
Date: 17 Aug 2003 17:15:49
Message: <Xns93DAECA591399raf256com@204.213.191.226>
hua### [at] post3teledk news:3f3fcfc6@news.povray.org

[...]

hm FUT waring was information, that I set FollowUpTo  to  .general, and 
that Yours response would be posted to  povray.general group (the response 
is there already, check)

-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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