POV-Ray : Newsgroups : povray.binaries.images : aoi in povray? Server Time
15 Nov 2024 20:20:00 EST (-0500)
  aoi in povray? (Message 1 to 5 of 5)  
From: nemesis
Subject: aoi in povray?
Date: 12 Dec 2007 15:55:00
Message: <web.476049743948882ef48316a30@news.povray.org>
play around with the negative finish properties.  It works rather nicely as a
simple way to get aoi from megapov... shame radiosity works pitifully with
it... :P


background { rgb 0 }

global_settings {
    max_trace_level 20
    //radiosity { count 600 error_bound .16 brightness 1.8 pretrace_end .008
pretrace_start .02 }
}

#local thing =
blob {
    #local r = .9;
    #local s = 2;
    #local i = 0; #while (i<=16)
    sphere { 0, r s scale y*.5 translate -z*.92 rotate -x*30 rotate y*(360/16)*i
}
    #declare i = i+1; #end

    threshold .2

    pigment { rgbt <0,0,1,0> }
    finish { ambient .004 diffuse .12 specular .3 metallic .2 roughness -1.8
brilliance -1.92 }//phong .6 phong_size 70 }
    //interior { ior 1.5 } // ugh!

    rotate -x*30
    translate z*4+y
}

plane { y, -2 pigment { rgb .6 } }

object { thing scale y*1.62 rotate z*30 translate -x*1 }
object { thing scale y*1.22 rotate -z*20 translate z*3+x*2 }

//light_source { -z*3+y*8 .5 }
//light_source { 4-8*z .7 }
light_source { -8*z .9 }
//light_source { -y*5+z*3 .7 }


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From: dlm
Subject: Re: aoi in povray?
Date: 12 Dec 2007 21:56:20
Message: <47609f54$1@news.povray.org>
aoi = apple of incision??
more at http://acronyms.thefreedictionary.com/AOI

"nemesis" <nam### [at] gmailcom> wrote in message 
news:web.476049743948882ef48316a30@news.povray.org...
> play around with the negative finish properties.  It works rather nicely 
> as a
> simple way to get aoi from megapov... shame radiosity works pitifully with
> it... :P
>
>
> background { rgb 0 }
>
> global_settings {
>    max_trace_level 20
>    //radiosity { count 600 error_bound .16 brightness 1.8 pretrace_end 
> .008
> pretrace_start .02 }
> }
>
> #local thing =
> blob {
>    #local r = .9;
>    #local s = 2;
>    #local i = 0; #while (i<=16)
>    sphere { 0, r s scale y*.5 translate -z*.92 rotate -x*30 rotate 
> y*(360/16)*i
> }
>    #declare i = i+1; #end
>
>    threshold .2
>
>    pigment { rgbt <0,0,1,0> }
>    finish { ambient .004 diffuse .12 specular .3 metallic .2 
> roughness -1.8
> brilliance -1.92 }//phong .6 phong_size 70 }
>    //interior { ior 1.5 } // ugh!
>
>    rotate -x*30
>    translate z*4+y
> }
>
> plane { y, -2 pigment { rgb .6 } }
>
> object { thing scale y*1.62 rotate z*30 translate -x*1 }
> object { thing scale y*1.22 rotate -z*20 translate z*3+x*2 }
>
> //light_source { -z*3+y*8 .5 }
> //light_source { 4-8*z .7 }
> light_source { -8*z .9 }
> //light_source { -y*5+z*3 .7 }
>


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From: nemesis
Subject: Re: aoi in povray?
Date: 13 Dec 2007 12:20:00
Message: <web.476168d91437038cf48316a30@news.povray.org>
"dlm" <me### [at] addressinvalid> wrote:
> aoi = apple of incision??

Angle Of Incidence.  The parts directly lit are shaded and vice-versa.  Looks
nice for superheroes suits as well... :)


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From: Jan Dvorak
Subject: Re: aoi in povray?
Date: 13 Dec 2007 15:27:54
Message: <476195ca$1@news.povray.org>
nemesis napsal(a):
> "dlm" <me### [at] addressinvalid> wrote:
>> aoi = apple of incision??
> 
> Angle Of Incidence.  The parts directly lit are shaded and vice-versa.  Looks
> nice for superheroes suits as well... :)
> 
> 
I thought AOI was refering to the camera position, not illumination 
amount, isn't it? The latter would be nice too


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From: Trevor G Quayle
Subject: Re: aoi in povray?
Date: 13 Dec 2007 16:00:01
Message: <web.47619c541437038cc150d4c10@news.povray.org>
Jan Dvorak <jan### [at] centrumcz> wrote:
> nemesis napsal(a):
> > "dlm" <me### [at] addressinvalid> wrote:
> >> aoi = apple of incision??
> >
> > Angle Of Incidence.  The parts directly lit are shaded and vice-versa.  Looks
> > nice for superheroes suits as well... :)
> >
> >
> I thought AOI was refering to the camera position, not illumination
> amount, isn't it? The latter would be nice too

Yes it is.  The pattern is based on the calculated angle of the ray hitting it
(even trough reflections and refractions).  It is similar to the slope pattern,
but has the advantages of 1) it is not based on a parallel global vector 2) it
is affected by reflection/refraction

-tgq


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