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From: [GDS|Entropy]
Subject: Using media to approximate MegaPov Glows, take 2
Date: 17 Feb 2014 21:40:02
Message: <web.5302c68450790907ddb0c31e0@news.povray.org>
While I am waiting for the latest iteration of the renders for the macros I am
refurbishing now, I decided to dust off an old experiment I did from 2011, that
being using media to emulate the Glows in MegaPov.

The different methods aren't perfect yet, but they aren't too horrible either.
I am making Glow types which are intended to not only emulate, but expand on the
initial offerings of MegaPov.

I will upload the responsible macros when I polish up the attenuation a bit.

Ian


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From: Thomas de Groot
Subject: Re: Using media to approximate MegaPov Glows, take 2
Date: 18 Feb 2014 03:08:41
Message: <53031509$1@news.povray.org>
On 18-2-2014 3:35, [GDS|Entropy] wrote:
> While I am waiting for the latest iteration of the renders for the macros I am
> refurbishing now, I decided to dust off an old experiment I did from 2011, that
> being using media to emulate the Glows in MegaPov.
>
> The different methods aren't perfect yet, but they aren't too horrible either.
> I am making Glow types which are intended to not only emulate, but expand on the
> initial offerings of MegaPov.
>
> I will upload the responsible macros when I polish up the attenuation a bit.
>

Nice one. Glow was a nice feature. This one could be combined with 
Clipka's Cutoff Distance for Fading Lights which he presented here, a 
couple of weeks ago.

Thomas


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From: Robert McGregor
Subject: Re: Using media to approximate MegaPov Glows, take 2
Date: 18 Feb 2014 08:10:01
Message: <web.53035a9fa70b5e4f91114470@news.povray.org>
"[GDS|Entropy]" <nomail@nomail> wrote:
> While I am waiting for the latest iteration of the renders for the macros I am
> refurbishing now, I decided to dust off an old experiment I did from 2011, that
> being using media to emulate the Glows in MegaPov.
>
> The different methods aren't perfect yet, but they aren't too horrible either.
> I am making Glow types which are intended to not only emulate, but expand on the
> initial offerings of MegaPov.
>
> I will upload the responsible macros when I polish up the attenuation a bit.
>
> Ian

This looks really promising Ian; I love the old MegaPOV glows.

-------------------------------------------------
www.McGregorFineArt.com


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From: s day
Subject: Re: Using media to approximate MegaPov Glows, take 2
Date: 20 Feb 2014 16:35:01
Message: <web.53067473a70b5e4fa02560f80@news.povray.org>
"[GDS|Entropy]" <nomail@nomail> wrote:
> While I am waiting for the latest iteration of the renders for the macros I am
> refurbishing now, I decided to dust off an old experiment I did from 2011, that
> being using media to emulate the Glows in MegaPov.
>
> The different methods aren't perfect yet, but they aren't too horrible either.
> I am making Glow types which are intended to not only emulate, but expand on the
> initial offerings of MegaPov.
>
> I will upload the responsible macros when I polish up the attenuation a bit.
>
> Ian

Looks pretty similar to the old glow effect. I have to admit, I also liked this
feature and think it would be a great addition to the standard version of POV.

Sean


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From: Stephen
Subject: Re: Using media to approximate MegaPov Glows, take 2
Date: 20 Feb 2014 17:50:15
Message: <530686a7$1@news.povray.org>
On 18/02/2014 2:35 AM, [GDS|Entropy] wrote:
> I will upload the responsible macros when I polish up the attenuation a bit.

Nice one, Ian. :-D

-- 
Regards
     Stephen


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From: Kenneth
Subject: Re: Using media to approximate MegaPov Glows, take 2
Date: 20 Feb 2014 23:30:01
Message: <web.5306d5a8a70b5e4fc2d977c20@news.povray.org>
Beautiful images! I assume that what I'm seeing is the effect of using radiosity
(and no light sources.)

I've never used MegaPOV, so I have a question: How does its implementation of
this effect differ from 'standard' POV-Ray?


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From: FractRacer
Subject: Re: Using media to approximate MegaPov Glows, take 2
Date: 21 Feb 2014 11:35:26
Message: <5307804e$1@news.povray.org>

> While I am waiting for the latest iteration of the renders for the macros I am
> refurbishing now, I decided to dust off an old experiment I did from 2011, that
> being using media to emulate the Glows in MegaPov.
>
> The different methods aren't perfect yet, but they aren't too horrible either.
> I am making Glow types which are intended to not only emulate, but expand on the
> initial offerings of MegaPov.
>
> I will upload the responsible macros when I polish up the attenuation a bit.
>
> Ian
>
Why do not use a little trick, put your scene in a big hollow sphere. 
This is the method use for the image which here is the link

>
http://news.povray.org/povray.binaries.images/attachment/%3Cweb.51cea112203a6891916440570%40news.povray.org%3E/camera1a1.jpg?ttop=391615&toff=150

Lionel.

-- 
Do not judge my words, judge my actions.

---

http://www.avast.com


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From: Nekar Xenos
Subject: Re: Using media to approximate MegaPov Glows, take 2
Date: 21 Feb 2014 14:24:15
Message: <op.xbnb6hutufxv4h@xena>
On Tue, 18 Feb 2014 04:35:24 +0200, [GDS|Entropy] <nomail@nomail> wrote:

> While I am waiting for the latest iteration of the renders for the  
> macros I am
> refurbishing now, I decided to dust off an old experiment I did from  
> 2011, that
> being using media to emulate the Glows in MegaPov.
>
> The different methods aren't perfect yet, but they aren't too horrible  
> either.
> I am making Glow types which are intended to not only emulate, but  
> expand on the
> initial offerings of MegaPov.
>
> I will upload the responsible macros when I polish up the attenuation a  
> bit.
>
> Ian
>
Wooh-hoo!

-- 
-Nekar Xenos-


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From: FractRacer
Subject: Re: Using media to approximate MegaPov Glows, take 2
Date: 21 Feb 2014 20:34:13
Message: <5307fe95$1@news.povray.org>


>> While I am waiting for the latest iteration of the renders for the
>> macros I am
>> refurbishing now, I decided to dust off an old experiment I did from
>> 2011, that
>> being using media to emulate the Glows in MegaPov.
>>
>> The different methods aren't perfect yet, but they aren't too horrible
>> either.
>> I am making Glow types which are intended to not only emulate, but
>> expand on the
>> initial offerings of MegaPov.
>>
>> I will upload the responsible macros when I polish up the attenuation
>> a bit.
>>
>> Ian
>>
> Why do not use a little trick, put your scene in a big hollow sphere.
> This is the method use for the image which here is the link
>
>>
http://news.povray.org/povray.binaries.images/attachment/%3Cweb.51cea112203a6891916440570%40news.povray.org%3E/camera1a1.jpg?ttop=391615&toff=150
>>
>
> Lionel.
>
  I mean a sphere like this:
	sphere {
		0, 5000
		hollow
		texture {SpherePigment}
		interior {ior Sphere_Ior}
	}

The interior is very important to obtain the glow effect.

Lionel.

-- 
Do not judge my words, judge my actions.

---

http://www.avast.com


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From: [GDS|Entropy]
Subject: Re: Using media to approximate MegaPov Glows, take 2
Date: 21 Feb 2014 23:00:00
Message: <web.53081fc6a70b5e4fddb0c31e0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Nice one. Glow was a nice feature. This one could be combined with
> Clipka's Cutoff Distance for Fading Lights which he presented here, a
> couple of weeks ago.
>
> Thomas

Thanks. :)

Yeah, I loved Glow. The codebase between MP1.2.1 and OEM3.7 was too different,
and I too unfamiliar with either, for re-patching it to be a viable option for
me. I think the falloff model clipka uses is nice and on the money too, and I'll
need to check his code out. He always makes cool stuff. :)

I used the model [much hacked] from the following location for 1/3rd of the test
image shown on the far right of my upload:
http://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
http://imdoingitwrong.wordpress.com/2011/04/14/spherical-harmonics-wtf/
http://imdoingitwrong.wordpress.com/2011/02/10/improved-light-attenuation/

From: Robert McGregor
> This looks really promising Ian; I love the old MegaPOV glows.

Thank you. :)

I am not sure why, but there was just...something special, I guess, about that
feature. It hit me in the same place that separating the branches and looking
into the lit Christmas tree did when I was about four did.

I actually now decorate my trees now by wrapping lights inside of the tree,
spiraling up to the top, then working my way in layers to the outside, in memory
of the visions from that long lost, ephemeral youth.

From: s day

> Looks pretty similar to the old glow effect. I have to admit, I also liked
> this feature and think it would be a great addition to the standard version of >
POV.
>
> Sean

This is indeed my goal, and I am getting closer, as you will see from my
followups. :)

There is so much you can do with Glows, everything from fireflies to the insides
of Christmas lights [well, the old non-LED ones from before Obama made
incandescent bulbs illegal, though in truth I don't know if the scope of that
law covers those]. I dont know why, but for some reason the fact that they
render into the scene vs. being a "post-process" effect attracts me even more.

The only software that I know of that ships with Glows beyond MP is DAZ Carrara,
and they nail the feature. Not sure if they are post-process or not. Rhino
Render has a pathetic facsimile as well, which are post-process. Their effect is
bad and they should feel bad. :p

From: Kenneth
> Beautiful images! I assume that what I'm seeing is the effect of using
> radiosity (and no light sources.)
>
> I've never used MegaPOV, so I have a question: How does its implementation of
> this effect differ from 'standard' POV-Ray?

The image structure I used came from an old MegaPov sample scene, used in fact
for the benefit of comparing apples to apples for the greater part, with the
only major difference being my Media Glow implementation, so I cannot truly take
credit for the composition. ;)

Actually, I use both radiosity + emitting media and normal light sources here,
but much of the effect you see is the product of a loop applying a function to a
generated color map. I have to keep the instances of light sources and media to
a minimum or I hit an error with FixedSimpleVector overflows, though if I recall
from my delvings it is less of an error and more of a hard coded limit, like
with blob count. Or I am remembering incorrectly. Or both. Heh.

Normal POV-Ray has no glow function, and due to the issues mentioned above with
source code familiarity, I decided to hack it by using radiosity and media.

From: FractRacer

> Why do not use a little trick, put your scene in a big hollow sphere.
> This is the method use for the image which here is the link
>
> Lionel.

Hello again! I just want to thank you for your Metal and Media texture
contributions [see our e-mail from 11/11/13]. I promise you will see them in
action soon, shortly after I am done with improving my blob placement engine
used in my Snow, Moss and Corrosion macros. :)

The way this macro works is by encapsulating the emitting media in a local
sphere with intervals 2 and samples 10, 100, which avoids some of the issues I
have experienced with global atmospheric media, in terms of undesired
interactions and render time. I will inspect the link you sent further, however.

Do you know if the source for that image is available? There is a smoothness in
the media which may solve or augment some issues I am working on at the moment.

Ian


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