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Alain <kua### [at] videotron ca> wrote:
> > "Cousin Ricky" <rickysttATyahooDOTcom> wrote:
> >> "[GDS|Entropy]" <nomail@nomail> wrote:
> >>> Here is an "angry" media sky output from the Sky macro.
> >>
> >> Cecil B. DeMille worthy!
> >
> > Thank you. :)
> >
> > My goal is to build a fairly comprehensive "Environmentals" macro set that is
> > both simple to use and nice looking. Given that they are designed to work
> > together it should take a LOT of the work out of creating natural scenes, and
> > hopefully inspire some scenes.
> >
> > The Rocks macro is coming close to completion, for version 1 at least, and the
> > Terrain macro is close behind it. Next in the set is the Skies and Fogs.
> >
> > The Fog is being a little weird, because Media without a container is only
> > visible when looking at the plane below it, and it vanishes above the horizon.
> > ?! Weeeird. Very counterintuitive.
> >
> > Any idea why this is, and how to fix it? Is the only choice to bound the media?
> > I am guessing that this is because it is not reasonable to calculate media for
> > an infinite space, but I could be wrong.
> >
>
> You are correct on this point. Media sampling can only be computed
> between two deffined points. When you reatch the background, the far
> point is undefined, making the computation impossible.
>
> Solution : Place a background plane behond the scene. Make it no_image,
> no_shadow, no_refection and no_radiosity.
>
>
> Alain
When I tried that, the media disappeared entirely, here is the plane I used:
plane
{
z,
100
no_radiosity
no_image
no_shadow
no_reflection
}
Did I miss something?
Thanks!
Ian
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> Alain <kua### [at] videotron ca> wrote:
>>> "Cousin Ricky" <rickysttATyahooDOTcom> wrote:
>>>> "[GDS|Entropy]" <nomail@nomail> wrote:
>>>>> Here is an "angry" media sky output from the Sky macro.
>>>>
>>>> Cecil B. DeMille worthy!
>>>
>>> Thank you. :)
>>>
>>> My goal is to build a fairly comprehensive "Environmentals" macro set that is
>>> both simple to use and nice looking. Given that they are designed to work
>>> together it should take a LOT of the work out of creating natural scenes, and
>>> hopefully inspire some scenes.
>>>
>>> The Rocks macro is coming close to completion, for version 1 at least, and the
>>> Terrain macro is close behind it. Next in the set is the Skies and Fogs.
>>>
>>> The Fog is being a little weird, because Media without a container is only
>>> visible when looking at the plane below it, and it vanishes above the horizon.
>>> ?! Weeeird. Very counterintuitive.
>>>
>>> Any idea why this is, and how to fix it? Is the only choice to bound the media?
>>> I am guessing that this is because it is not reasonable to calculate media for
>>> an infinite space, but I could be wrong.
>>>
>>
>> You are correct on this point. Media sampling can only be computed
>> between two deffined points. When you reatch the background, the far
>> point is undefined, making the computation impossible.
>>
>> Solution : Place a background plane behond the scene. Make it no_image,
>> no_shadow, no_refection and no_radiosity.
>>
>>
>> Alain
>
> When I tried that, the media disappeared entirely, here is the plane I used:
>
> plane
> {
> z,
> 100
> no_radiosity
> no_image
> no_shadow
> no_reflection
> }
>
> Did I miss something?
>
> Thanks!
>
> Ian
>
>
Your plane is facing away from the camera, placing the camera /inside/
the plane.
Add hollow to your plane or reverse it's normal and offset.
plane{
-z, -100 // Makes the plane face the camera
no_radiosity no_image no_shadow no_reflection
}
OR
plane{
z, 100
no_radiosity no_image no_shadow no_reflection
hollow // allow media to exist "inside" the plane
}
You could also use inverse instead of hollow or revercing the plane
orientation.
Alain
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Alain <kua### [at] videotron ca> wrote:
> > Alain <kua### [at] videotron ca> wrote:
> >>> "Cousin Ricky" <rickysttATyahooDOTcom> wrote:
> >>>> "[GDS|Entropy]" <nomail@nomail> wrote:
> >>>>> Here is an "angry" media sky output from the Sky macro.
> >>>>
> >>>> Cecil B. DeMille worthy!
> >>>
> >>> Thank you. :)
> >>>
> >>> My goal is to build a fairly comprehensive "Environmentals" macro set that is
> >>> both simple to use and nice looking. Given that they are designed to work
> >>> together it should take a LOT of the work out of creating natural scenes, and
> >>> hopefully inspire some scenes.
> >>>
> >>> The Rocks macro is coming close to completion, for version 1 at least, and the
> >>> Terrain macro is close behind it. Next in the set is the Skies and Fogs.
> >>>
> >>> The Fog is being a little weird, because Media without a container is only
> >>> visible when looking at the plane below it, and it vanishes above the horizon.
> >>> ?! Weeeird. Very counterintuitive.
> >>>
> >>> Any idea why this is, and how to fix it? Is the only choice to bound the media?
> >>> I am guessing that this is because it is not reasonable to calculate media for
> >>> an infinite space, but I could be wrong.
> >>>
> >>
> >> You are correct on this point. Media sampling can only be computed
> >> between two deffined points. When you reatch the background, the far
> >> point is undefined, making the computation impossible.
> >>
> >> Solution : Place a background plane behond the scene. Make it no_image,
> >> no_shadow, no_refection and no_radiosity.
> >>
> >>
> >> Alain
> >
> > When I tried that, the media disappeared entirely, here is the plane I used:
> >
> > plane
> > {
> > z,
> > 100
> > no_radiosity
> > no_image
> > no_shadow
> > no_reflection
> > }
> >
> > Did I miss something?
> >
> > Thanks!
> >
> > Ian
> >
> >
> Your plane is facing away from the camera, placing the camera /inside/
> the plane.
>
> Add hollow to your plane or reverse it's normal and offset.
>
> plane{
> -z, -100 // Makes the plane face the camera
> no_radiosity no_image no_shadow no_reflection
> }
>
> OR
>
> plane{
> z, 100
> no_radiosity no_image no_shadow no_reflection
> hollow // allow media to exist "inside" the plane
> }
>
> You could also use inverse instead of hollow or revercing the plane
> orientation.
>
>
> Alain
That does make the media reappear [using either inverse or hollow], but also
retains the issue of the media vanishing above horizon. I must really be borking
this up lol! :)
Ian
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Am 13.12.2016 um 22:15 schrieb [GDS|Entropy]:
> The Fog is being a little weird, because Media without a container is only
> visible when looking at the plane below it, and it vanishes above the horizon.
> ?! Weeeird. Very counterintuitive.
Doesn't sound like something that should happen.
Care to share any details?
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clipka <ano### [at] anonymous org> wrote:
> Am 13.12.2016 um 22:15 schrieb [GDS|Entropy]:
>
> > The Fog is being a little weird, because Media without a container is only
> > visible when looking at the plane below it, and it vanishes above the horizon.
> > ?! Weeeird. Very counterintuitive.
>
> Doesn't sound like something that should happen.
>
> Care to share any details?
Sure. :)
The plane in there seems to have no effect, commented or no, which seems to be
improper based on what Alain was saying. Here is a minimal scene which
reproduces the effect being discussed.
#include "functions.inc"
#macro RRand(RS, Min, Max)
(rand(RS) * (Max - Min) + Min)
#end
#declare Radiosity = true;
#declare AreaLight = true;
#declare globalFogActive = true;
#declare globalFogDensity = true;
#declare globalFogBaseValue = 0.1;
#local ScaleAmount = 120.0; // Was 60.
#local ScaleFactor = ScaleAmount / ((ScaleAmount * 2.50) * (log(ScaleAmount)));
#local ColorFactor = (((ScaleAmount * ScaleFactor) / (ScaleAmount)) /
(ScaleFactor * ScaleFactor));
global_settings
{
assumed_gamma 1.0
//max_trace_level 25
#if (Radiosity)
radiosity
{
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 35 // higher -> higher quality (1..1600)
[35]
nearest_count 5 // higher -> higher quality (1..10)
[5]
error_bound 2.8 // higher -> smoother, less accurate
[1.8]
recursion_limit 6 // how much interreflections are
calculated (1..5+) [3]
low_error_factor 0.5 // reduce error_bound during last
pretrace step
gray_threshold 0.0 // increase for weakening colors
(0..1) [0]
minimum_reuse 0.015 // reuse of old radiosity samples
[0.015]
brightness 1 // brightness of radiosity effects
(0..1) [1]
adc_bailout 0.01 / 2
//normal on // take surface normals into account
[off]
media on // take media into account [off]
//save_file "file_name" // save radiosity data
//load_file "file_name" // load saved radiosity data
//always_sample off // turn sampling in final trace off
[on]
always_sample on
//max_sample 1.0 // maximum brightness of samples
}
#end
}
#default
{
texture
{
pigment
{
rgb 1
}
#if (Radiosity)
finish
{
ambient 0.0
diffuse 0.6
specular 0.3
}
#else
finish
{
ambient 0.1
diffuse 0.6
specular 0.3
}
#end
}
}
#if (AreaLight)
light_source
{
0 * x
color rgb <0.2734, 0.5078, 0.7031>
area_light
<100, 0, 0>
<0, 0, 100>
4, 4
adaptive 0
jitter
translate <0,1000,-2000>
photons
{
refraction on
reflection on
}
}
#else
light_source
{
0 * x
color rgb <1, 1, 1>
translate <-20, 40, -20>
photons
{
refraction on
reflection on
}
}
#end
camera
{
location <-5, 6, -18>
up y * image_height
right x * image_width
look_at <0, 1.5, 0>
angle 45
}
plane
{
z,
100
no_radiosity
no_image
no_shadow
no_reflection
inverse
}
// Global media.
#macro GlobalFog(base, useDensity)
#if (useDensity)
media
{
method 3
//samples 10, 100
samples 1, 10
scattering
{
1, <1, 1, 1> * 0.01
}
intervals 15
density
{
//granite // Very wispy.
bumps // Smooth, evenly changing density.
#if (ScaleAmount > 15)
scale 1 / ScaleAmount
#end
color_map
{
#local Kk = 0;
#while(Kk <= 10)
#if (Kk = 0)
[Kk * 0.1 rgb <Kk, Kk, Kk>]
#else
[Kk * 0.1 rgb <Kk, Kk, Kk> * (base + 0.1) /
ScaleFactor]
#end
#local Kk = Kk + 1;
#end
#while(Kk >= 10)
#if (Kk = 0)
[Kk * 0.1 rgb <Kk, Kk, Kk>]
#else
[Kk * 0.1 rgb <Kk, Kk, Kk> * (base + 0.0) /
ScaleFactor]
#end
#local Kk = Kk - 1;
#end
}
turbulence 0.25
}
}
#else
media
{
method 3
//samples 10, 100
samples 1, 10
scattering
{
1, <1, 1, 1> * 0.01
}
intervals 15
}
#end
#end
#if (globalFogActive)
GlobalFog(globalFogBaseValue, globalFogDensity)
#end
#declare f_Height =
function
{
0.5 * f_wrinkles(x * 0.4, y * 0.4, z * 0.4)
}
#macro Ground(Height, Extent)
#local eX = Extent.x;
#local eY = Extent.y;
#local eZ = Extent.z;
#local GroundSurface =
isosurface
{
function
{
//(y - f_Height(x, -1, z)) / Height
(y - (0.5 * f_wrinkles(x * eX, y * eY, z * eZ))) / Height
}
max_gradient 2.0
contained_by
{
box
{
<-400, -5, -400>,
<400, 0.15, 400>
}
}
accuracy 1e-3
}
object
{
GroundSurface
}
#end
#local GroundExtent = <0.4, 0.4, 0.4>;
Ground(10.6, GroundExtent)
#macro DistributePoles(Extent, CameraLocation)
#local RsA = seed(112080);
#local Poles =
union
{
#local I = -Extent;
#while(I < Extent)
#local J = -Extent;
#while(J < Extent)
cylinder
{
<I, 0, J> * 2,
<I, 1, J> * 2,
0.25
}
#local J = J + 1;
#end
#local I = I + 1;
#end
}
object
{
Poles
translate <Extent * 0.5, 0, Extent * 0.5>
}
#end
#local Extent = 20;
DistributePoles(Extent, <0, 10, -10>)
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"[GDS|Entropy]" <nomail@nomail> wrote:
> clipka <ano### [at] anonymous org> wrote:
> > Am 13.12.2016 um 22:15 schrieb [GDS|Entropy]:
> >
> > > The Fog is being a little weird, because Media without a container is only
> > > visible when looking at the plane below it, and it vanishes above the horizon.
> > > ?! Weeeird. Very counterintuitive.
> >
> > Doesn't sound like something that should happen.
> >
> > Care to share any details?
>
> Sure. :)
>
> The plane in there seems to have no effect, commented or no, which seems to be
> improper based on what Alain was saying. Here is a minimal scene which
> reproduces the effect being discussed.
'Official' and 'alpha' versions render differently so something changed, I guess
you're not using official 3.7? I get the black void in 3.7.1.1-alpha, while
official 3.7.0 shows oversaturation of media as would be expected.
If you add the following spotlight to your (1st) light, it can apparently create
a finite region for the rays. That is mentioned in the docs:
http://wiki.povray.org/content/Reference:Atmospheric_Media
spotlight point_at <0,-1,1> radius 18 falloff 20
This could take some tweaking to get better, I just threw it in there, but there
didn't seem to be much range beyond that radius and falloff before it fails to
look okay again. Maybe with better point_at angle, just so it isn't directed
into infinity again.
Bob
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"omniverse" <omn### [at] charter net> wrote:
> "[GDS|Entropy]" <nomail@nomail> wrote:
> > clipka <ano### [at] anonymous org> wrote:
> > > Am 13.12.2016 um 22:15 schrieb [GDS|Entropy]:
> > >
> > > > The Fog is being a little weird, because Media without a container is only
> > > > visible when looking at the plane below it, and it vanishes above the horizon.
> > > > ?! Weeeird. Very counterintuitive.
> > >
> > > Doesn't sound like something that should happen.
> > >
> > > Care to share any details?
> >
> > Sure. :)
> >
> > The plane in there seems to have no effect, commented or no, which seems to be
> > improper based on what Alain was saying. Here is a minimal scene which
> > reproduces the effect being discussed.
>
> 'Official' and 'alpha' versions render differently so something changed, I guess
> you're not using official 3.7? I get the black void in 3.7.1.1-alpha, while
> official 3.7.0 shows oversaturation of media as would be expected.
>
> If you add the following spotlight to your (1st) light, it can apparently create
> a finite region for the rays. That is mentioned in the docs:
>
> http://wiki.povray.org/content/Reference:Atmospheric_Media
>
> spotlight point_at <0,-1,1> radius 18 falloff 20
>
> This could take some tweaking to get better, I just threw it in there, but there
> didn't seem to be much range beyond that radius and falloff before it fails to
> look okay again. Maybe with better point_at angle, just so it isn't directed
> into infinity again.
>
> Bob
You are correct I am using UberPov, but didn't think to include that information
because I had seen this before [above horizon cutoff] in other versions of Pov.
Ian
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Am 14.12.2016 um 06:07 schrieb omniverse:
> "[GDS|Entropy]" <nomail@nomail> wrote:
>> clipka <ano### [at] anonymous org> wrote:
>>> Am 13.12.2016 um 22:15 schrieb [GDS|Entropy]:
>>>
>>>> The Fog is being a little weird, because Media without a container is only
>>>> visible when looking at the plane below it, and it vanishes above the horizon.
>>>> ?! Weeeird. Very counterintuitive.
>>>
>>> Doesn't sound like something that should happen.
>>>
>>> Care to share any details?
>>
>> Sure. :)
>>
>> The plane in there seems to have no effect, commented or no, which seems to be
>> improper based on what Alain was saying. Here is a minimal scene which
>> reproduces the effect being discussed.
>
> 'Official' and 'alpha' versions render differently so something changed, I guess
> you're not using official 3.7? I get the black void in 3.7.1.1-alpha, while
> official 3.7.0 shows oversaturation of media as would be expected.
Actually, no, that's not what is happening.
Official 3.7.0 shows oversaturation simply because media sampling method
3 had always been buggy, showing somewhat wrong results wherever the
actual number of samples is low (such as in uniform media); this has
been fixed in 3.7.1.
With media sampling methods 1 and 2, POV-Ray has always (since 3.6.2 at
any rate) shown the very same symptoms.
To demonstrate that 3.7.0 sampling method 3 behavior /cannot/ be
correct, just notice how the oversaturation disappears close to the
horizon. With proper computations we should expect exactly the opposite
effect.
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On 12/14/2016 12:05 AM, [GDS|Entropy] wrote:
> That does make the media reappear [using either inverse or hollow], but
also
> retains the issue of the media vanishing above horizon. I must really b
e borking
> this up lol! :)
>
Don't make the plane no_image no_reflection, and instead make it fully
transparent (rgbt 1).
Jerome
--
mailto:jeb### [at] free fr
http://jeberger.free.fr
Jabber: jeb### [at] jabber fr
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=?UTF-8?B?SsOpcsO0bWUgTS4gQmVyZ2Vy?= <jeberger@free.fr> wrote:
> On 12/14/2016 12:05 AM, [GDS|Entropy] wrote:
> > That does make the media reappear [using either inverse or hollow], but
> also
> > retains the issue of the media vanishing above horizon. I must really b
> e borking
> > this up lol! :)
> >
> Don't make the plane no_image no_reflection, and instead make it fully
> transparent (rgbt 1).
Must be the no_image. I tried doing that, pigment {rgbt 1}, and it isn't needed
either.
Thanks Clipka for the media 3 explanation.
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