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problem, but the dots cover a very small area and the problem could be
resolved in an image-editing problem. That's not the Pov-Ray way, though.
sure is bloated. Also, any suggestions on removing the black dots.
help the problem and really slowed down render times. A Google search
revealed a patch for the Linux version of Pov-Ray that was supposed to
program. I use the Windows version.
Thanks, in advance, for any help.
#include "colors.inc"
include "functions.inc"
camera {
location <-14.0, 30.0, -89.0>
angle 111
look_at <4.0, 42.0, 0.0> right x*image_width/image_height
rotate 15.5*y
rotate -5*x
rotate 3*z
}
light_source {0*x // light's position (translated below)
color rgb <1,1,1> // light's color
translate <0, 460, -520>
}
#declare Cloud=
isosurface {
function {(f_sphere(x/4.2+2, y/2.8-2, z/1.6-12, 3.9)*f_bozo(x*6.2,
y*6.4-32, z*.18+16))+
f_granite(x/15-13, y/25-13, z/700-74)}//+f_granite(x/30, y/30, z/30) }
contained_by {sphere {0,156.6}}
max_gradient 100
accuracy .00001
threshold .4
all_intersections
max_trace 300
hollow no_shadow
texture { pigment { rgbt 1 } }
interior {
media { scattering {2 .11 extinction .6 } emission <.005,.005,.005>
density {spherical
warp { turbulence 2.8 lambda 4 octaves 4 omega 1 }
density_map {
[0 rgb 0 ]
[.4 rgb .01]
[.7 rgb .0128]
[.99 rgb .0421]
[.995 rgb 1.0001]
[1 rgb .8]
}
turbulence 6.55
octaves 6
omega 0.7
lambda 2
color_map {
[0.0 0.1 color rgb <.6, .6, .6>*1.6
color rgbt <0.85, 0.85,0.85, .35>*1.6]
[0.11 0.6 color Clear
color rgbt <1, 1, 1, .5>*1.6]
[0.61 1 color Clear // rgb <1.75, 1.75, 1.75>*1.9
color rgbt <0.7,0.7,0.8,.7>]
}
} } } }
#object {Cloud scale <7,7,2>*.47 rotate 20*z translate 85*y translate 22*z}
sky_sphere {
pigment {
wrinkles
scale 0.35
turbulence .4
octaves 300
color_map {
[0 color rgb <0.25, 0.25, 0.7>]
[1 color rgb <0.9, 0.9, 1>]
}
}
}
Post a reply to this message
Attachments:
Download 'fair weather cumulus cloud.jpg' (90 KB)
Preview of image 'fair weather cumulus cloud.jpg'
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"FlaPovFan" <nomail@nomail> wrote:
> problem, but the dots cover a very small area and the problem could be
> resolved in an image-editing problem. That's not the Pov-Ray way, though.
>
Hi,
Did you try to increase the max_trace_level -value?
My civ3-units - modelled and animated with pov-ray:
http://forums.civfanatics.com/showpost.php?p=2036938&postcount=4
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I did some very similar clouds to this a few months ago and had the same
initial problems, I couldn't seem to get around the fact that to get rid of
the black dots I had to up the max_trace_level global setting to something
like 40 and I also increased the media samples and intervals values (to 10
each in my case) but I think this depends on the media method type) the
resulting clouds looked good but took many hours to render, I #declared a
quick setting to allow me to do quick renders) as in ...
#declare quick=off;
media {
#if (quick)
intervals 2
samples 2
#else
intervals 10
samples 10
#end
etc
Hope this helps, although if anyone can do quicker clouds like this I'd be
very interested too!
"FlaPovFan" <nomail@nomail> wrote:
> problem, but the dots cover a very small area and the problem could be
> resolved in an image-editing problem. That's not the Pov-Ray way, though.
>
> sure is bloated. Also, any suggestions on removing the black dots.
> help the problem and really slowed down render times. A Google search
> revealed a patch for the Linux version of Pov-Ray that was supposed to
> program. I use the Windows version.
>
> Thanks, in advance, for any help.
>
> #include "colors.inc"
> include "functions.inc"
>
> camera {
> location <-14.0, 30.0, -89.0>
> angle 111
> look_at <4.0, 42.0, 0.0> right x*image_width/image_height
> rotate 15.5*y
> rotate -5*x
> rotate 3*z
> }
>
>
> light_source {0*x // light's position (translated below)
> color rgb <1,1,1> // light's color
> translate <0, 460, -520>
> }
>
>
>
> #declare Cloud=
>
> isosurface {
> function {(f_sphere(x/4.2+2, y/2.8-2, z/1.6-12, 3.9)*f_bozo(x*6.2,
> y*6.4-32, z*.18+16))+
> f_granite(x/15-13, y/25-13, z/700-74)}//+f_granite(x/30, y/30, z/30) }
>
>
> contained_by {sphere {0,156.6}}
> max_gradient 100
> accuracy .00001
> threshold .4
> all_intersections
> max_trace 300
> hollow no_shadow
>
>
> texture { pigment { rgbt 1 } }
>
> interior {
>
> media { scattering {2 .11 extinction .6 } emission <.005,.005,.005>
> density {spherical
> warp { turbulence 2.8 lambda 4 octaves 4 omega 1 }
> density_map {
> [0 rgb 0 ]
> [.4 rgb .01]
> [.7 rgb .0128]
> [.99 rgb .0421]
> [.995 rgb 1.0001]
> [1 rgb .8]
> }
>
> turbulence 6.55
> octaves 6
> omega 0.7
> lambda 2
> color_map {
>
> [0.0 0.1 color rgb <.6, .6, .6>*1.6
> color rgbt <0.85, 0.85,0.85, .35>*1.6]
> [0.11 0.6 color Clear
> color rgbt <1, 1, 1, .5>*1.6]
> [0.61 1 color Clear // rgb <1.75, 1.75, 1.75>*1.9
> color rgbt <0.7,0.7,0.8,.7>]
> }
>
> } } } }
>
>
> #object {Cloud scale <7,7,2>*.47 rotate 20*z translate 85*y translate 22*z}
>
> sky_sphere {
> pigment {
> wrinkles
> scale 0.35
> turbulence .4
> octaves 300
> color_map {
> [0 color rgb <0.25, 0.25, 0.7>]
> [1 color rgb <0.9, 0.9, 1>]
> }
> }
>
> }
Post a reply to this message
Attachments:
Download 'sunset.png' (418 KB)
Preview of image 'sunset.png'
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Hello,
I like your testure, even if it must be quite slow to render.
I guess the problem comes from max_trace level. In your function:
> function {(f_sphere(x/4.2+2, y/2.8-2, z/1.6-12, 3.9)*f_bozo(x*6.2,
> y*6.4-32, z*.18+16))+
> f_granite(x/15-13, y/25-13, z/700-74)}//+f_granite(x/30, y/30, z/30) }
bozo and granite add real bumps on the underlying sphere, so the ray that
are shot near the edge of the cloud may have to go through more than 5
surfaces before hiting the sky sphere and you get a black dot. if you add
the statement:
global_settings {
max_trace_level 15
}
it should disapear. Note that 15 is an example, and it may adjust to yor
scene and image resolution.
Pascal.
Post a reply to this message
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MattM nous apporta ses lumieres en ce 21-02-2007 04:44:
> I did some very similar clouds to this a few months ago and had the same
> initial problems, I couldn't seem to get around the fact that to get rid of
> the black dots I had to up the max_trace_level global setting to something
> like 40 and I also increased the media samples and intervals values (to 10
> each in my case) but I think this depends on the media method type) the
> resulting clouds looked good but took many hours to render, I #declared a
> quick setting to allow me to do quick renders) as in ...
>
>
> #declare quick=off;
>
> media {
> #if (quick)
> intervals 2
> samples 2
> #else
> intervals 10
> samples 10
> #end
>
> etc
>
> Hope this helps, although if anyone can do quicker clouds like this I'd be
> very interested too!
>
> "FlaPovFan" <nomail@nomail> wrote:
>> problem, but the dots cover a very small area and the problem could be
>> resolved in an image-editing problem. That's not the Pov-Ray way, though.
>>
>> sure is bloated. Also, any suggestions on removing the black dots.
>> help the problem and really slowed down render times. A Google search
>> revealed a patch for the Linux version of Pov-Ray that was supposed to
>> program. I use the Windows version.
>>
>> Thanks, in advance, for any help.
>>
>> #include "colors.inc"
>> include "functions.inc"
>>
>> camera {
>> location <-14.0, 30.0, -89.0>
>> angle 111
>> look_at <4.0, 42.0, 0.0> right x*image_width/image_height
>> rotate 15.5*y
>> rotate -5*x
>> rotate 3*z
>> }
>>
>>
>> light_source {0*x // light's position (translated below)
>> color rgb <1,1,1> // light's color
>> translate <0, 460, -520>
>> }
>>
>>
>>
>> #declare Cloud=
>>
>> isosurface {
>> function {(f_sphere(x/4.2+2, y/2.8-2, z/1.6-12, 3.9)*f_bozo(x*6.2,
>> y*6.4-32, z*.18+16))+
>> f_granite(x/15-13, y/25-13, z/700-74)}//+f_granite(x/30, y/30, z/30) }
>>
>>
>> contained_by {sphere {0,156.6}}
>> max_gradient 100
>> accuracy .00001
>> threshold .4
>> all_intersections
>> max_trace 300
>> hollow no_shadow
>>
>>
>> texture { pigment { rgbt 1 } }
>>
>> interior {
>>
>> media { scattering {2 .11 extinction .6 } emission <.005,.005,.005>
>> density {spherical
>> warp { turbulence 2.8 lambda 4 octaves 4 omega 1 }
>> density_map {
>> [0 rgb 0 ]
>> [.4 rgb .01]
>> [.7 rgb .0128]
>> [.99 rgb .0421]
>> [.995 rgb 1.0001]
>> [1 rgb .8]
>> }
>>
>> turbulence 6.55
>> octaves 6
>> omega 0.7
>> lambda 2
>> color_map {
>>
>> [0.0 0.1 color rgb <.6, .6, .6>*1.6
>> color rgbt <0.85, 0.85,0.85, .35>*1.6]
>> [0.11 0.6 color Clear
>> color rgbt <1, 1, 1, .5>*1.6]
>> [0.61 1 color Clear // rgb <1.75, 1.75, 1.75>*1.9
>> color rgbt <0.7,0.7,0.8,.7>]
>> }
>>
>> } } } }
>>
>>
>> #object {Cloud scale <7,7,2>*.47 rotate 20*z translate 85*y translate 22*z}
>>
>> sky_sphere {
>> pigment {
>> wrinkles
>> scale 0.35
>> turbulence .4
>> octaves 300
>> color_map {
>> [0 color rgb <0.25, 0.25, 0.7>]
>> [1 color rgb <0.9, 0.9, 1>]
>> }
>> }
>>
>> }
>
>
> ------------------------------------------------------------------------
>
Default method is 3. With this method, it's best to only have 1 interval and
increase samples. In your case, replacing {intervals 10 samples 10} by {samples
100} will be considerably faster.
--
Alain
-------------------------------------------------
Believe those who are seeking the truth; doubt those who find it.
Post a reply to this message
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Alain <ele### [at] netscapenet> wrote:
> MattM nous apporta ses lumieres en ce 21-02-2007 04:44:
> > I did some very similar clouds to this a few months ago and had the same
> > initial problems, I couldn't seem to get around the fact that to get rid of
> > the black dots I had to up the max_trace_level global setting to something
> > like 40 and I also increased the media samples and intervals values (to 10
> > each in my case) but I think this depends on the media method type) the
> > resulting clouds looked good but took many hours to render, I #declared a
> > quick setting to allow me to do quick renders) as in ...
> >
> >
> > #declare quick=off;
> >
> > media {
> > #if (quick)
> > intervals 2
> > samples 2
> > #else
> > intervals 10
> > samples 10
> > #end
> >
> > etc
> >
> > Hope this helps, although if anyone can do quicker clouds like this I'd be
> > very interested too!
> >
> > "FlaPovFan" <nomail@nomail> wrote:
> >> problem, but the dots cover a very small area and the problem could be
> >> resolved in an image-editing problem. That's not the Pov-Ray way, though.
> >>
> >> sure is bloated. Also, any suggestions on removing the black dots.
> >> help the problem and really slowed down render times. A Google search
> >> revealed a patch for the Linux version of Pov-Ray that was supposed to
> >> program. I use the Windows version.
> >>
> >> Thanks, in advance, for any help.
> >>
> >> #include "colors.inc"
> >> include "functions.inc"
> >>
> >> camera {
> >> location <-14.0, 30.0, -89.0>
> >> angle 111
> >> look_at <4.0, 42.0, 0.0> right x*image_width/image_height
> >> rotate 15.5*y
> >> rotate -5*x
> >> rotate 3*z
> >> }
> >>
> >>
> >> light_source {0*x // light's position (translated below)
> >> color rgb <1,1,1> // light's color
> >> translate <0, 460, -520>
> >> }
> >>
> >>
> >>
> >> #declare Cloud=
> >>
> >> isosurface {
> >> function {(f_sphere(x/4.2+2, y/2.8-2, z/1.6-12, 3.9)*f_bozo(x*6.2,
> >> y*6.4-32, z*.18+16))+
> >> f_granite(x/15-13, y/25-13, z/700-74)}//+f_granite(x/30, y/30, z/30) }
> >>
> >>
> >> contained_by {sphere {0,156.6}}
> >> max_gradient 100
> >> accuracy .00001
> >> threshold .4
> >> all_intersections
> >> max_trace 300
> >> hollow no_shadow
> >>
> >>
> >> texture { pigment { rgbt 1 } }
> >>
> >> interior {
> >>
> >> media { scattering {2 .11 extinction .6 } emission <.005,.005,.005>
> >> density {spherical
> >> warp { turbulence 2.8 lambda 4 octaves 4 omega 1 }
> >> density_map {
> >> [0 rgb 0 ]
> >> [.4 rgb .01]
> >> [.7 rgb .0128]
> >> [.99 rgb .0421]
> >> [.995 rgb 1.0001]
> >> [1 rgb .8]
> >> }
> >>
> >> turbulence 6.55
> >> octaves 6
> >> omega 0.7
> >> lambda 2
> >> color_map {
> >>
> >> [0.0 0.1 color rgb <.6, .6, .6>*1.6
> >> color rgbt <0.85, 0.85,0.85, .35>*1.6]
> >> [0.11 0.6 color Clear
> >> color rgbt <1, 1, 1, .5>*1.6]
> >> [0.61 1 color Clear // rgb <1.75, 1.75, 1.75>*1.9
> >> color rgbt <0.7,0.7,0.8,.7>]
> >> }
> >>
> >> } } } }
> >>
> >>
> >> #object {Cloud scale <7,7,2>*.47 rotate 20*z translate 85*y translate 22*z}
> >>
> >> sky_sphere {
> >> pigment {
> >> wrinkles
> >> scale 0.35
> >> turbulence .4
> >> octaves 300
> >> color_map {
> >> [0 color rgb <0.25, 0.25, 0.7>]
> >> [1 color rgb <0.9, 0.9, 1>]
> >> }
> >> }
> >>
> >> }
> >
> >
> > ------------------------------------------------------------------------
> >
> Default method is 3. With this method, it's best to only have 1 interval and
> increase samples. In your case, replacing {intervals 10 samples 10} by {samples
> 100} will be considerably faster.
>
> --
> Alain
> -------------------------------------------------
> Believe those who are seeking the truth; doubt those who find it.
in the reworked code.
This code results in much faster renderings, without black dots. The
biggest contributor to the disappearance of the dots might be the rotation
of the Cloud object.
#include "colors.inc"
#include "functions.inc"
camera {
location <-14.0, 30.0, -89.0>
angle 111
look_at <4.0, 42.0, 0.0> right x*image_width/image_height
rotate 15.5*y
rotate -5*x
rotate 3*z
}
light_source {0*x
color rgb <1,1,1>
translate <0, 460, -520>
}
#declare F_CloudObject=
function {min(f_sphere(x/4.2+2, y/2.8-2, z/1.8-6, 2.0),(f_sphere(x/4.2+3,
y/2.8-3, z/1.8-5, 1.0)),(f_sphere(x/4.2+3.4, y/2.8-.4, z/1.8-5, 1.3)))}
#declare Cloud=
isosurface {function
{min(F_CloudObject(x,y,z),f_torus(x/3+4,y/2-2,z/3-3,.1,.7))-f_granite(x/15-13,
y/25-13, z/700-74)}
contained_by {sphere {0,156.6}}
//max_gradient 100
accuracy .0001
threshold .8
all_intersections
//max_trace 300
hollow no_shadow
texture { pigment { rgbt 1 } }
interior {
media { scattering {2 .14 extinction .6 } emission <.005,.005,.001>*.8
method 2
intervals 4
samples 5,10
ratio .001
density {spherical
warp { turbulence 2.8 lambda 4 octaves 4 omega 1 }
density_map {
[0 rgb 0 ]
[.4 rgb .01]
[.7 rgb .0128]
[.99 rgb .0421]
[.995 rgb 1.0001]
[1 rgb .8]
}
turbulence 6.55
octaves 6
omega 0.7
lambda 2
color_map {
[0.0 0.1 color rgb <.6, .6, .6>*1.6
color rgbt <0.85, 0.85,0.85, .35>*1.6]
[0.11 0.6 color Clear
color rgbt <1, 1, 1, .5>*1.6]
[0.61 1 color Clear // rgb <1.75, 1.75, 1.75>*1.9
color rgbt <0.7,0.7,0.8,.7>]
}
} } } }
#object {Cloud scale <7,7,4>*.47 rotate <-34,12,20> translate 85*y translate
22*z}
sky_sphere {
pigment {
wrinkles
scale 0.35
turbulence 0
octaves 300
color_map {
[0 color rgb <0.25, 0.25, 0.7>]
[1 color rgb <0.9, 0.9, 1>]
}
}
}
Post a reply to this message
Attachments:
Download 'fair weather cumulus cloud.jpg' (76 KB)
Preview of image 'fair weather cumulus cloud.jpg'
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aaglo wrote:
> "FlaPovFan" <nomail@nomail> wrote:
>> problem, but the dots cover a very small area and the problem could be
>> resolved in an image-editing problem. That's not the Pov-Ray way, though.
>>
>
> Hi,
> Did you try to increase the max_trace_level -value?
Please stop giving bad advice. max_trace_level is irrelevant for an
isosurface. Reading the manual would have revealed the problem quickly:
all_intersections
max_trace 300
The later setting overrides the former.
Thorsten
Post a reply to this message
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chaps wrote:
> Hello,
> I like your testure, even if it must be quite slow to render.
>
> I guess the problem comes from max_trace level. In your function:
>
>> function {(f_sphere(x/4.2+2, y/2.8-2, z/1.6-12, 3.9)*f_bozo(x*6.2,
>> y*6.4-32, z*.18+16))+
>> f_granite(x/15-13, y/25-13, z/700-74)}//+f_granite(x/30, y/30, z/30) }
>
>
> bozo and granite add real bumps on the underlying sphere, so the ray that
> are shot near the edge of the cloud may have to go through more than 5
> surfaces before hiting the sky sphere and you get a black dot. if you add
> the statement:
>
> global_settings {
> max_trace_level 15
> }
>
> it should disapear. Note that 15 is an example, and it may adjust to yor
> scene and image resolution.
This advice is plain wrong. Isosurfaces themselves are not controlled by
max_trace_level, but by the trace_level/all_intersections statements.
Increasing max_trace_level has no effect whatsoever here.
Thorsten
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From: "Jérôme M. Berger"
Subject: Re: Cumulus Cloud - Black Dot Problem
Date: 24 Feb 2007 09:06:08
Message: <45e04650@news.povray.org>
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Thorsten Froehlich wrote:
> chaps wrote:
>> Hello,
>> I like your testure, even if it must be quite slow to render.
>>
>> I guess the problem comes from max_trace level. In your function:
>>
>>> function {(f_sphere(x/4.2+2, y/2.8-2, z/1.6-12, 3.9)*f_bozo(x*6.2,
>>> y*6.4-32, z*.18+16))+
>>> f_granite(x/15-13, y/25-13, z/700-74)}//+f_granite(x/30, y/30, z/30) }
>>
>> bozo and granite add real bumps on the underlying sphere, so the ray that
>> are shot near the edge of the cloud may have to go through more than 5
>> surfaces before hiting the sky sphere and you get a black dot. if you add
>> the statement:
>>
>> global_settings {
>> max_trace_level 15
>> }
>>
>> it should disapear. Note that 15 is an example, and it may adjust to yor
>> scene and image resolution.
>
> This advice is plain wrong. Isosurfaces themselves are not controlled by
> max_trace_level, but by the trace_level/all_intersections statements.
> Increasing max_trace_level has no effect whatsoever here.
>
Did you read *all* that he wrote? And in particular the first
paragraph? The max_trace_level *can* have an effect here! Not on the
evaluation of the isosurface itself, sure, but in the number of
times a ray that's nearly tangent to the surface can keep crossing
it before giving a black point. See the following ASCII art:
__ _
/ \ /\ / \
ray:========x====x==x==x=========X---x------>
_ / \/ \ /\ / \_
\_/ \_/ \/
With the default max_trace_level 5, the ray would go only as far as
the '=' signs before giving a black point (well, if you want to
nitpick, it's a point of the background color whose default is
black). Increasing it can allow the ray to go all the way through
the bumps.
Jerome
- --
+------------------------- Jerome M. BERGER ---------------------+
| mailto:jeb### [at] freefr | ICQ: 238062172 |
| http://jeberger.free.fr/ | Jabber: jeb### [at] jabberfr |
+---------------------------------+------------------------------+
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LP6BsKUklNJXamHiU/4qBGk=
=0HMl
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