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"Slime" <fak### [at] emailaddress> wrote:
> Reminds me of The Dig. Is it based on it?
It's based on Alien Island, by Jonathan Hunt. http://xlcus.com/povray/
I didn't look at the source--honest!
I don't know what The Dig is (although I do know what The Big Dig was, as I used
to live in Boston).
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Cousin Ricky wrote:
> "Slime" <fak### [at] emailaddress> wrote:
> > Reminds me of The Dig. Is it based on it?
>
> It's based on Alien Island, by Jonathan Hunt. http://xlcus.com/povray/
The inspiration for my Alien Island picture came from The Dig, yes.
Well spotted! I absolutely loved that game :-)
> I don't know what The Dig is
It's an old LucasArts point and click adventure. See here for some more
details...
http://en.wikipedia.org/wiki/The_Dig
Cheers,
--
Jonathan Hunt
jon### [at] xlcuscom
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Jonathan Hunt wrote:
> It's an old LucasArts point and click adventure. See here for some more
> details...
> http://en.wikipedia.org/wiki/The_Dig
I wondered why the book by someone who normally does a pretty good job
was so awful.
--
Darren New / San Diego, CA, USA (PST)
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Motivating to see an image and have to say, "I haven't a clue". You even got the
white water. Going to have to review these examples mentioned my name. Now we're
getting somewhere. Will I find them is the question at this point.
This thread could use some links to... :
Google "Martin Chaplin media absorption"
1st link: this thread
2nd link:
http://www.nationmaster.com/encyclopedia/Color-of-water
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of course you know now, you'll have to move the light and water phase in a 15
second animation because your code is so good. whats that? some 200 frames x 10
hrs ... like around the world in 88 days, makes our computers seem weak
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"alphaQuad" <alp### [at] earthlinknet> wrote:
>
> This thread could use some links to... :
>
> Google "Martin Chaplin media absorption"
The word "media" will kill the search; Professor Chaplin doesn't use POV-Ray
terminology. Try:
http://www.lsbu.ac.uk/water/vibrat.html
My numerical integration of the graph over wavelength ranges
<578..740, 500..578, 380..500> nm
resulted in absorption coefficients per meter of
<0.272217, 0.046156, 0.010255>.
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"Cousin Ricky" <ric### [at] yahoocom> wrote:
> "alphaQuad" <alp### [at] earthlinknet> wrote:
> >
> > This thread could use some links to... :
> >
> > Google "Martin Chaplin media absorption"
>
> The word "media" will kill the search; Professor Chaplin doesn't use POV-Ray
> terminology. Try:
>
> http://www.lsbu.ac.uk/water/vibrat.html
>
> My numerical integration of the graph over wavelength ranges
>
> <578..740, 500..578, 380..500> nm
>
> resulted in absorption coefficients per meter of
>
> <0.272217, 0.046156, 0.010255>.
exactly what I first thought, needed to figure that rgb, thank you.
F1 on "absorption"
media { absorption Color ... }
goes to :
SCATTERING:
scattering {
Type, COLOR [ eccentricity Value ] [ extinction Value ]
}
scattering was used???? type?
isotropic, Mie (haze and murky atmosphere), Rayleigh, and Henyey-Greenstein
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"alphaQuad" <alp### [at] earthlinknet> wrote:
> F1 on "absorption"
> media { absorption Color ... }
> goes to :
> SCATTERING:
> scattering {
> Type, COLOR [ eccentricity Value ] [ extinction Value ]
> }
>
> scattering was used???? type?
> isotropic, Mie (haze and murky atmosphere), Rayleigh, and Henyey-Greenstein
According to Christoff Hormann, the Mie types are best for water. I used
scattering { 3, <0.004, 0.012, 0.020> }. I also added:
method 3
intervals 1
samples 3, 3
aa_level 2
to speed things up, but be warned that in some scenes there will be a penalty in
quality. Please find attached my source code.
Have a look at Christoff's tutorial:
http://www.imagico.de/pov/water/index.html
Post a reply to this message
Attachments:
Download 'dodecaland.pov.txt' (12 KB)
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"Cousin Ricky" <ric### [at] yahoocom> wrote:
> "alphaQuad" <alp### [at] earthlinknet> wrote:
> > F1 on "absorption"
> > media { absorption Color ... }
> > goes to :
> > SCATTERING:
> > scattering {
> > Type, COLOR [ eccentricity Value ] [ extinction Value ]
> > }
> >
> > scattering was used???? type?
> > isotropic, Mie (haze and murky atmosphere), Rayleigh, and Henyey-Greenstein
>
> According to Christoff Hormann, the Mie types are best for water. I used
> scattering { 3, <0.004, 0.012, 0.020> }. I also added:
>
> method 3
> intervals 1
> samples 3, 3
> aa_level 2
>
> to speed things up, but be warned that in some scenes there will be a penalty in
> quality. Please find attached my source code.
>
> Have a look at Christoff's tutorial:
>
> http://www.imagico.de/pov/water/index.html
You are like an Archetype, that from which all other molds can/should be made.
I read your stuff and think, I couldn't even talk to this guy cause I wouldn't
be able to keep up, thinks like 10 times my meager capacity. ouch!
Just love it when this god posts!!!!!!!!!!!!!!!!!!!!!!!!!
oh and if anyone has an answer, trying to set AA with focal blur and:
Cleanup Parse Warning: Focal blur is used. Standard antialiasing is switched
off.
this is because .... ?
never together or there are some other requirements?
Love the blur but there are choppy pixels in the focal area.
; ppm (portable pixel map)
+fp
Antialias=On
Sampling_Method=1
; default 1
Antialias_Threshold=0.3
; If the color of a pixel differs from its neighbors (to the left or above)
; by at least the set threshold value then the pixel is super-sampled by
shooting a given,
; fixed number of additional rays. The default threshold is 0.3
Antialias_Depth=2
; = 4 samples per pix
; default 3 = 9 or 81 +am1 or 2
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"Cousin Ricky" <ric### [at] yahoocom> wrote:
>
> Have a look at Christoff's tutorial:
>
> http://www.imagico.de/pov/water/index.html
I remember that now, thought it was so cool, just had to put something in it.
<web.472a98edd71e2287efbab78f0@news.povray.org>
Wasnt seeing into the water as much as I hoped, think I see why now.
A crown of heightfield wav generation.
A macro that is a function, redefined as function that HF can use:
#declare fn_Water = function {
Waves(pi/2, 5.2, tclock*7, 700) * 0.024 + 0.5
}
But I am boggled with:
#if ( nWaves < MAX_WAVES )
+
#end
plus what again?!? out of logic on that one.
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