|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"alphaQuad" <alp### [at] earthlinknet> wrote in message
news:web.488563ab2dc5bc4e358e2dfa0@news.povray.org...
> current prism material cuts light by 50%
> concave reflectors dont focus, small diameter light at least.
> convex lenses focus
nice job ..... this one might be a nice example scene to include in 3.7
examples
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Jim Holsenback" <jho### [at] hotmailcom> wrote:
> "alphaQuad" <alp### [at] earthlinknet> wrote in message
> news:web.488563ab2dc5bc4e358e2dfa0@news.povray.org...
> > current prism material cuts light by 50%
> > concave reflectors dont focus, small diameter light at least.
> > convex lenses focus
>
> nice job ..... this one might be a nice example scene to include in 3.7
> examples
Thank you.
Concave reflectors focus.
(was a CSG fopah I made)
flat surfaces produce photon flotsam
next image should be sweet, 18% complete and 14 minutes into it, thats good.
(Its the 3 hour renders that make me blue)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Jim Holsenback" <jho### [at] hotmailcom> wrote:
> nice job ..... this one might be a nice example scene to include in 3.7
> examples
what this really needs, I think is possible ...
not just photon use on/off, but at least 3 options should be devised.
off
low-quality preview ie. fast
quality slow-render
/*
photons {
spacing <photon_spacing> | count <photons_to_shoot>
[gather <min_gather>, <max_gather>]
[media <max_steps> [,<factor>]]
[jitter <jitter_amount>]
[max_trace_level <photon_trace_level>]
[adc_bailout <photon_adc_bailout>]
[save_file "filename" | load_file "filename"]
[autostop <autostop_fraction>]
[expand_thresholds <percent_increase>, <expand_min>]
[radius <gather_radius>,<multiplier>,
<gather_radius_media>,<multiplier>]
}
*/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Flat surfaces produce the jetsam and curved the flotsam
sounds/looks like to me.
Could use a more transmittable glass perhaps.
To Jim and Blue who spoke up. You deserve all the credit here.
Post a reply to this message
Attachments:
Download 'lasertest_00.png' (42 KB)
Preview of image 'lasertest_00.png'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"alphaQuad" <alp### [at] earthlinknet> wrote in message
news:web.48865aee2dc5bc4e568f2ce70@news.povray.org...
> Flat surfaces produce the jetsam and curved the flotsam
> sounds/looks like to me.
>
> Could use a more transmittable glass perhaps.
>
> To Jim and Blue who spoke up. You deserve all the credit here.
hey this has been fun collaboration so to speak. I was serious about this
making a great example scene addition. Chris mentioned (over in the beta
test group) wanting to get the example scenes cleaned up and maybe some
additions. I had a look at what's there now and found nothing about lasers.
There was however a couple of photon examples
(scenes/incdemo/glasses/glass.pov and scenes/lights/phot_met_glass.pov). I
also think adding variable quality settings is a good idea. my typical test
scene low qaulity was just shy of a hour ... high quality went 10 hours
before I stopped it. I have a single core 2.4ghz system :-( The
concave/convex reflectors was a great idea (a mini physics lesson) that's
why I think it would make a great example scene. if you into posting the
code i'll pretty it up (add comments and such) and variable quality options
..... maybe even work on the glass if you haven't started that.
Jim
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
alphaQuad wrote:
> Flat surfaces produce the jetsam and curved the flotsam
> sounds/looks like to me.
>
> Could use a more transmittable glass perhaps.
>
> To Jim and Blue who spoke up. You deserve all the credit here.
Looking really great, I love optics scenes.
Very kind of you, but while I may have touched the ball in the
beginning, you've run much farther and faster with it, so to speak.
--
-The Mildly Infamous Blue Herring
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Blue Herring" <pov### [at] bherringcotsenet> wrote in message
news:48876518$1@news.povray.org...
> Very kind of you, but while I may have touched the ball in the beginning,
> you've run much farther and faster with it, so to speak.
i concur in spades!!!!!
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Jim Holsenback" <jho### [at] hotmailcom> wrote:
> if you into posting the
> code i'll pretty it up (add comments and such) and variable quality options
> ..... maybe even work on the glass if you haven't started that.
>
> Jim
cool. ya dont hesitate to ask. I dont like the dark. Show me the light; or code
as it were. Always available.
here's what I got so far, use whatever you need.
aQ
Post a reply to this message
Attachments:
Download 'lasereflect_00.zip' (3 KB)
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I believe the table needs to take up the entire view. I rendered past the table
once, and it seemed to take 20 times longer, as if photons had nothing to hit.
should have said more about previous post.
Focusing:
there seems to be at least 2, maybe 3 vars to focusing. all for position and
radius of concave lense.
focusing seemed impossible trial and error. difficult to tell if your going the
right way, like throwing random numbers at it.
focusing needs a calculation I have yet to devise.
Post a reply to this message
Attachments:
Download 'laserfocus_00.png' (153 KB)
Preview of image 'laserfocus_00.png'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
#declare laser =
light_source {
<22,2,22>, <.4,0,1>*120
120 was 90 for "lasertest". I turned it up even more to try and refocus
and get a beam out of concave lense from this light. I was unsuccessful.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |