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"[GDS|Entropy]" <nomail@nomail> wrote:
> Type [0,1].
>
> Note all these are scaled up to see the details, usually, for blocks, you
> wouldn't make them like this, but for terrain elements you might.
Those wavy dark features look suspiciously like isosurface artifacts. Are you
sure your max_gradient is high enough?
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"Cousin Ricky" <rickysttATyahooDOTcom> wrote:
> "[GDS|Entropy]" <nomail@nomail> wrote:
> > Type [0,1].
> >
> > Note all these are scaled up to see the details, usually, for blocks, you
> > wouldn't make them like this, but for terrain elements you might.
>
> Those wavy dark features look suspiciously like isosurface artifacts. Are you
> sure your max_gradient is high enough?
Oh it certainly isn't. :)
I will need to play with that value a bit.
Thanks!
Ian
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Here is an "angry" media sky output from the Sky macro.
I will post the other settings as I get them where I want them to be.
Ian
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"[GDS|Entropy]" <nomail@nomail> wrote:
> Here is an "angry" media sky output from the Sky macro.
Cecil B. DeMille worthy!
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"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.
Post a reply to this message
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> "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
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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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