POV-Ray : Newsgroups : povray.binaries.images : Background Smoke Columns Server Time
2 Nov 2024 12:22:20 EDT (-0400)
  Background Smoke Columns (Message 1 to 10 of 10)  
From: Tek
Subject: Background Smoke Columns
Date: 21 Jan 2011 13:40:00
Message: <web.4d39d2d1206c4b2ccaa39c860@news.povray.org>
I wanted to get a nice background for building sci-fi spaceships/airships
against, so I thought I'd play with media to see if I could get something pretty
& fairly fast to draw. This is the result.

There's emitting & absorbing media for the fog, and an absorbing media for the
clouds. It would be nice to do scattering too but that would turn the 1 minute
render time into a couple of hours!

For anyone who wants it, density function for the smoke is as follows:

pigment_pattern { granite scale <5,20,5> warp { turbulence .4 octaves 3 }
colour_map { [.5 rgb 0][.8 rgb 1] } }
rotate -y*8 translate z*7-y*2 // so it looks good viewed from -4*z
cubic_wave
warp { turbulence .3 lambda 2.5 }

--
Tek
http://evilsuperbrain.com


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Attachments:
Download 'background_clouds.jpg' (105 KB)

Preview of image 'background_clouds.jpg'
background_clouds.jpg


 

From: Christian Froeschlin
Subject: Re: Background Smoke Columns
Date: 21 Jan 2011 15:25:16
Message: <4d39ebac$1@news.povray.org>
Tek wrote:

> I wanted to get a nice background for building sci-fi spaceships/airships
> against, so I thought I'd play with media to see if I could get something pretty
> & fairly fast to draw. This is the result.

It's a nice cloud/atmosphere background but I think only
suitable for more aerodynamic ships ;)


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From: Kenneth
Subject: Re: Background Smoke Columns
Date: 21 Jan 2011 15:40:01
Message: <web.4d39edf3b2dbd432196b08580@news.povray.org>
I like time-saving tricks like this. Nicely done.

Ken


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From: Jim Holsenback
Subject: Re: Background Smoke Columns
Date: 21 Jan 2011 16:02:17
Message: <4d39f459$1@news.povray.org>
On 01/21/2011 02:39 PM, Tek wrote:
> I wanted to get a nice background for building sci-fi spaceships/airships
> against, so I thought I'd play with media to see if I could get something pretty
> & fairly fast to draw. This is the result.
> 
> There's emitting & absorbing media for the fog, and an absorbing media for the
> clouds. It would be nice to do scattering too but that would turn the 1 minute
> render time into a couple of hours!
> 
> For anyone who wants it, density function for the smoke is as follows:
> 
> pigment_pattern { granite scale <5,20,5> warp { turbulence .4 octaves 3 }
> colour_map { [.5 rgb 0][.8 rgb 1] } }
> rotate -y*8 translate z*7-y*2 // so it looks good viewed from -4*z
> cubic_wave
> warp { turbulence .3 lambda 2.5 }
> 
> --
> Tek
> http://evilsuperbrain.com

Hey i like that! Is the media containerized or scene media? If it's
scene media you might be able to trim a few cycles off your render time
if you can manage to come up with a suitable sized container ...


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From: Tek
Subject: Re: Background Smoke Columns
Date: 21 Jan 2011 16:40:01
Message: <web.4d39fc0fb2dbd4322785d6620@news.povray.org>
Jim Holsenback <jho### [at] povrayorg> wrote:
> Hey i like that! Is the media containerized or scene media? If it's
> scene media you might be able to trim a few cycles off your render time
> if you can manage to come up with a suitable sized container ...

It didn't work well as a scene media, it all blew out to white, so I put the
whole scene inside a big sphere and cranked the number of samples up to 100.


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From: Thomas de Groot
Subject: Re: Background Smoke Columns
Date: 23 Jan 2011 04:01:04
Message: <4d3bee50@news.povray.org>
"Kenneth" <kdw### [at] earthlinknet> schreef in bericht 
news:web.4d39edf3b2dbd432196b08580@news.povray.org...
>I like time-saving tricks like this. Nicely done.

Me too :-)

Nice density, Tek. Thank you indeed. Just added a fast test image here from 
a basic scene.

Thomas


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Attachments:
Download 'Tek_smoke_test.png' (365 KB)

Preview of image 'Tek_smoke_test.png'
Tek_smoke_test.png


 

From: Some Yahoo
Subject: Re: Background Smoke Columns
Date: 24 Jan 2011 01:39:09
Message: <4d3d1e8d$1@news.povray.org>
All I have to say is...

http://www.toystx.com/shop/index.php?main_page=popup_image&pID=264


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From: Tek
Subject: Re: Background Smoke Columns
Date: 25 Jan 2011 05:05:01
Message: <web.4d3e9fd5b2dbd432caa39c860@news.povray.org>
Some Yahoo <no### [at] waycom> wrote:
> All I have to say is...
>
> http://www.toystx.com/shop/index.php?main_page=popup_image&pID=264

Hah! You're right it totally looks like that! Presumably it's a cargo ship and
drops it's load by pulling out all the antennae :)


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From: [GDS|Entropy]
Subject: Re: Background Smoke Columns
Date: 29 Jan 2011 22:55:28
Message: <op.vp3rumkd0819q0@gdsentropy.nc.rr.com>
On Fri, 21 Jan 2011 13:39:13 -0500, Tek <tek### [at] evilsuperbraincom> wrote:
> For anyone who wants it, density function for the smoke is as follows:
>
> pigment_pattern { granite scale <5,20,5> warp { turbulence .4 octaves 3 }
> colour_map { [.5 rgb 0][.8 rgb 1] } }
> rotate -y*8 translate z*7-y*2 // so it looks good viewed from -4*z
> cubic_wave
> warp { turbulence .3 lambda 2.5 }

Very cool density, Tek.

I have not been able to reproduce the exact effect as shown in your post,  
and am very interested to do so.
Would you mind posting the scene source?

I did however manage one thing of interest:

     density {
      pigment_pattern {
       bozo
       scale <5,20,5> / ScaleAmount
       warp {
        turbulence 0.4
        octaves 3
       }
       color_map {
        #while(Jj <= 10)
         #if (Jj = 0)
          [Jj * 0.5 rgb <Jj,Jj,Jj> / (ColorFactor)]
         #else
          [Jj * 0.8 rgb <Jj,Jj,Jj> *0.25 / (ColorFactor)]
         #end
        #local Jj = Jj + 1;
       #end
       }
      }
      rotate -y*8
      translate z*7-y*2 // so it looks good viewed from -4*z
      cubic_wave
      warp {
       turbulence 0.3
       lambda 2.5
      }
     }

I found your overlapping spheres interesting, as seen in your space  
station image from your site.
I did the same sort of (but much more hastily and with a higher kludge  
factor) loop modification to the basic principal and the results were very  
nice. It, however, does not play well with interior.
Here is that segment just in case you are interested:

#declare tNum = 0.5;
#declare snum = 0;

#declare oGround =
#local nSlices = 61;

#local aCol = array[nSlices];

#local i = snum;
  #while (i < tNum)

   #declare aCol[i*10] = rgb <.0,.0,.4>*i*2;	        //deep sea
   #declare aCol[i*10+5] = rgb <.01,.02,.5>*i*2;	        //
   #declare aCol[i*10+10] = rgb <.02,.05,.5>*i*2;	//
   #declare aCol[i*10+15] = rgb <.05,.1,.6>*i*2;	        //
   #declare aCol[i*10+20] = rgb <.1,.2,.7>*i*2;	        //
   #declare aCol[i*10+25] = rgb <.3,.5,.9>*i*2;          //shallow sea
   #declare aCol[i*10+30] = rgb <.9,.9,.3>*i*2;	        //beach
   #declare aCol[i*10+35] = rgb <.0,.5,.05>*i*2;	        //lush grass
   #declare aCol[i*10+40] = rgb <.05,.2,.0>*i*2;	        //foresty
   #declare aCol[i*10+45] = rgb <.4,.6,.3>*i*2;	        //light grass on  
rock
   #declare aCol[i*10+50] = rgb <.5,.5,.6>*i*2;	        //rock
   #declare aCol[i*10+55] = rgb <.9,.9,1>*i*2;		//snow

   #local i = i + .1;
  #end

  #declare aCol[60] = rgb <.9,1,1>;

  #local nSlice = 0;		
  #while ( nSlice < nSlices )
   #local fProp = nSlice / (nSlices);

sphere {
  <0,0,0>, 1000 + fProp * 240 + 120
    #if ( nSlice > 0 )
     no_reflection
    #end
    pigment {
     granite
     scale 4000
     color_map {
      [1-fProp rgb aCol[nSlice] transmit 0]
      [1-fProp rgb aCol[nSlice] transmit 1]
     }
    }

}

   #local nSlice = nSlice + 1;		
  #end

object { oGround }

-- 
Ian McDonald
Lean Agile .NET 4.0/MVC
Senior Application Architect,
Developer and Security Analyst


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From: Tek
Subject: Re: Background Smoke Columns
Date: 8 Feb 2011 08:30:00
Message: <web.4d5143f2b2dbd432caa39c860@news.povray.org>
"[GDS|Entropy]" <gdsHYentropyAThotmailDTcom> wrote:
>
> I have not been able to reproduce the exact effect as shown in your post,
> and am very interested to do so.
> Would you mind posting the scene source?

Ok here's the full source for the scene (with a simplified object):

// Background Clouds - by Tek

#version 3.7;

#declare S = <1,0,-1>*.2; // saturation tweaker, balance oranges & blues

#include "rad_def.inc"

global_settings { radiosity { Rad_Settings(Radiosity_Fast,on,on) } }

media { // fog
 emission 1
 absorption 1
 density {
  rgb .03*(1-S)
 }
 samples 100
}

media { // dark clouds
 absorption 1
 density {
  pigment_pattern {
   granite scale <5,20,5> warp { turbulence .4 octaves 3 }
   colour_map { [.5 rgb 0][.8 rgb 1] }
  }
  rotate -y*8 translate z*7-y*2 rotate y*20
  cubic_wave
  warp { turbulence .3 lambda 2.5 }
  density_map {
   [0 rgb 0]
   [1 rgb 10*(1+S)]
  }
 }
 samples 100 // Fix precision errors with brute force
}

camera {
 right x*image_width/image_height
 up y
 direction z*2

 location vrotate(-z*4,<10,20>)
 look_at 0
}


// object
cylinder {
  -z, z, .3
  pigment { planar rotate x*90 colour_map { [.9 rgb .1][.9 rgb 1] } }
}

// prevent media accumulating to white
sphere { 0, 10 inverse pigment { rgb 0 } no_shadow }

light_source { vrotate(-z*1000,<60,120>),rgb 1*(1+S) parallel point_at 0 }


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