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15 Nov 2024 02:26:42 EST (-0500)
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From: Cousin Ricky
Subject: Generated idea
Date: 24 Sep 2008 21:10:01
Message: <web.48dae3de37a883ac85de7b680@news.povray.org>
Media absorption made the difference between "water" and "ocean."  A high
dispersion_samples was absolutely necessary to prevent an ugly, disjointed
appearance to the serendipitous rainbow on the 2nd spire from the left.
Radiosity was essential for preventing that "Look at me! I'm RAY-TRACED!" look.
 Roll all of them together and you get...

Scene Statistics
  Finite objects:           13
  Infinite objects:          4
  Light sources:             1
  Total:                    18
Render Statistics
Image Resolution 1024 x 768
----------------------------------------------------------------------------
Pixels:           798065   Samples:         4520337   Smpls/Pxl: 5.66
Rays:          248032810   Saved:           6846754   Max Level: 50/50
----------------------------------------------------------------------------
Ray->Shape Intersection          Tests       Succeeded  Percentage
----------------------------------------------------------------------------
Blob                        1960460307       246439831     12.57
Blob Component             68916803929      2708845529      3.93
Blob Bound                257059823985    106516682795     41.44
CSG Intersection             835031756       143301860     17.16
CSG Merge                    117157818       115648825     98.71
Plane                       5955388550      2857842614     47.99
Sphere                       402513945       240902498     59.85
Bounding Object              402513945       240902498     59.85
Bounding Box                6076922178      2187538944     36.00
Light Buffer                3691252116      2866930699     77.67
Vista Buffer                  66991906        65422192     97.66
----------------------------------------------------------------------------
Function VM calls:        129982716
----------------------------------------------------------------------------
Roots tested:             421613038   eliminated:             27611333
Calls to Noise:          1226003249   Calls to DNoise:      1364408936
----------------------------------------------------------------------------
Media Intervals:           48633512   Media Samples:          74348089 (1.53)
Shadow Ray Tests:         454069577   Succeeded:             270105277
Reflected Rays:            67897419   Total Internal:         19303128
Refracted Rays:            84953494
Transmitted Rays:          42055387
----------------------------------------------------------------------------
Radiosity samples calculated:          1377815 (14.72 %)
Radiosity samples reused:              7980092
----------------------------------------------------------------------------
Number of photons shot:           95662
Surface photons stored:         1904516
Priority queue insert:        691971082
Priority queue remove:        669977402
Gather function called:        78408468
Gather radius expanded:         2163499
----------------------------------------------------------------------------
Smallest Alloc:                  17 bytes
Largest  Alloc:              327696 bytes
Peak memory used:         251379687 bytes
Total Scene Processing Times
  Parse Time:    0 hours  0 minutes  2 seconds (2 seconds)
  Photon Time:   0 hours 17 minutes 15 seconds (1035 seconds)
  Render Time:  16 hours  5 minutes  6 seconds (57906 seconds)
  Total Time:   16 hours 22 minutes 23 seconds (58943 seconds)
CPU time used: kernel 28.91 seconds, user 58012.92 seconds, total 58041.83
seconds
Render averaged 13.55 PPS over 786432 pixels
----------------------------------------------------------------------------

A sixteen ******g hour long render!  Soft shadows (area_light) were patched in
later.

Acknowledgements:

  Idea generator        : alphaQuad
  Inspiration           : Jonathan Hunt
  Media assistance      : Mike Williams
  Numerical analysis    : Alain
  Water spectral
    absorption raw data : Martin Chaplin
  Water surface normal  : Christoph Hormann


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dodecaland.jpg


 

From: Slime
Subject: Re: Generated idea
Date: 25 Sep 2008 01:03:29
Message: <48db1ba1$1@news.povray.org>
Reminds me of The Dig. Is it based on it?

 - Slime
 [ http://www.slimeland.com/ ]


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From: Cousin Ricky
Subject: Re: Generated idea
Date: 25 Sep 2008 12:35:01
Message: <web.48dbbc311ad7080e85de7b680@news.povray.org>
"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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From: Jonathan Hunt
Subject: Re: Generated idea
Date: 25 Sep 2008 14:20:29
Message: <48dbd66d$1@news.povray.org>
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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From: Darren New
Subject: Re: Generated idea
Date: 25 Sep 2008 19:19:06
Message: <48dc1c6a$1@news.povray.org>
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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From: alphaQuad
Subject: Re: Generated idea
Date: 25 Sep 2008 22:20:01
Message: <web.48dc45e01ad7080e7d1d789a0@news.povray.org>
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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From: alphaQuad
Subject: Re: Generated idea
Date: 25 Sep 2008 23:45:00
Message: <web.48dc5a661ad7080e7d1d789a0@news.povray.org>
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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From: Cousin Ricky
Subject: Re: Generated idea
Date: 26 Sep 2008 16:40:00
Message: <web.48dd47421ad7080e85de7b680@news.povray.org>
"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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From: alphaQuad
Subject: Re: Generated idea
Date: 26 Sep 2008 17:35:01
Message: <web.48dd553e1ad7080e8ea364160@news.povray.org>
"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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From: Cousin Ricky
Subject: Re: Generated idea
Date: 26 Sep 2008 22:25:01
Message: <web.48dd96aa1ad7080e85de7b680@news.povray.org>
"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


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Attachments:
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