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subsurface material cloud:
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"And" <49341109@ntnu.edu.tw> wrote:
> subsurface material cloud:
diffuse version:
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this one translucency rgb 6.0
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I ever wrote a program that renders atmosphere and cloud. This image is what I
said in the following message:
http://news.povray.org/povray.general/message/%3Cweb.5a181ff99a2a53c1a6394f050%40news.povray.org%3E/#%3Cweb.5a181ff99a2
a53c1a6394f050%40news.povray.org%3E
only single scattering is not enough to produce a physical based cloud. This
image is only single scattering:
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"And" <49341109@ntnu.edu.tw> wrote:
> I ever wrote a program that renders atmosphere and cloud. This image is what I
> said in the following message:
>
>
http://news.povray.org/povray.general/message/%3Cweb.5a181ff99a2a53c1a6394f050%40news.povray.org%3E/#%3Cweb.5a181ff99
a2
> a53c1a6394f050%40news.povray.org%3E
>
>
> only single scattering is not enough to produce a physical based cloud. This
> image is only single scattering:
It cannot show, upload again.
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"And" <49341109@ntnu.edu.tw> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> > I ever wrote a program that renders atmosphere and cloud. This image is what I
> > said in the following message:
> >
> >
http://news.povray.org/povray.general/message/%3Cweb.5a181ff99a2a53c1a6394f050%40news.povray.org%3E/#%3Cweb.5a181ff
99
> a2
> > a53c1a6394f050%40news.povray.org%3E
> >
> >
> > only single scattering is not enough to produce a physical based cloud. This
> > image is only single scattering:
>
Compare to 1 level scattering, this one a multiple scattering version
It calculate 1~16 level scattering
light transport in a cloud usually scatter - scatter -scatter ... over one
hundred times, I have taken a trick called reduced scattering coefficient, or 16
level scattering will not enough to produce this result.
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On 25-11-2017 0:51, clipka wrote:
> Am 25.11.2017 um 00:36 schrieb Sven Littkowski:
>
>> I am quite happy with the shape of the clouds, but there are some things
>> where I don't know how to change:
>> - that the tower disappears slowly below cloud surface (now it is white)
>
> Make sure to use scattering media with an extinction value of 1.0.
>
> Also, do use the newest version of POV-Ray, and do use the default media
> sampling method (2 I think). Media has seen several fixes of the
> underlying math, some of which could not be applied to the older
> sampling methods.
>
On the contrary and not to confuse the issue: use the version 3.7
defaults which are method 3 intervals 1. Samples can be adapted as
needed without serious render time loss.
--
Thomas
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Am 25.11.2017 um 09:32 schrieb Thomas de Groot:
>> Also, do use the newest version of POV-Ray, and do use the default media
>> sampling method (2 I think). Media has seen several fixes of the
...
> On the contrary and not to confuse the issue: use the version 3.7
> defaults which are method 3 intervals 1. Samples can be adapted as
> needed without serious render time loss.
Thanks for correcting me on the default settings.
Those defaults are still valid for the newer versions with all the fancy
media fixes (late v3.7.1 development versions and v3.8).
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Am 25.11.2017 um 05:06 schrieb And:
> subsurface material cloud:
Hm... I didn't think of using an isosurface to give shape to the cloud.
Might actually work.
Make sure to use an ior of 1.0. That's more realistic, and might reduce
those bright blue band artifacts.
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clipka <ano### [at] anonymous org> wrote:
> Am 25.11.2017 um 05:06 schrieb And:
> > subsurface material cloud:
>
> Hm... I didn't think of using an isosurface to give shape to the cloud.
> Might actually work.
>
> Make sure to use an ior of 1.0. That's more realistic, and might reduce
> those bright blue band artifacts.
Um, I didn't add ior, should 1.0 be a default?
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