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15 May 2024 07:22:08 EDT (-0400)
  Re: Cloud Surface (Message 21 to 30 of 109)  
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From: clipka
Subject: Re: Cloud Surface
Date: 25 Nov 2017 09:59:19
Message: <5a198547@news.povray.org>
Am 25.11.2017 um 13:53 schrieb And:
> clipka <ano### [at] anonymousorg> 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?

Yes, if you don't specify an interior, or don't specify a refractive
index in the interior, it should default to 1.0 (or, more precisely, to
the same value as the atmosphere's refractive index, which currently
happens to be hard-coded to 1.0).

If the refractive index is at 1.0 already, then I haven't a clue where
the bright blue band artifacts might be coming from.


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From: Sven Littkowski
Subject: Re: Cloud Surface
Date: 25 Nov 2017 14:22:40
Message: <5a19c300$1@news.povray.org>
Thank you, all these images are interesting. Especially
"interior_3f_scene 7_5 sss6 20m42s.png" looks like what I want.

Can you provide the source code for it? That would allow me to make some
test renders, to check out some more attributes of these clouds. Thank you.


---

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From: Sven Littkowski
Subject: Re: Cloud Surface
Date: 25 Nov 2017 14:24:00
Message: <5a19c350$1@news.povray.org>
On 24.11.2017 21:41, Alain wrote:
> If your media is not present enough, just increase it's density.

Thanks, will try.   :-)


---

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From: Sven Littkowski
Subject: Re: Cloud Surface
Date: 25 Nov 2017 14:24:35
Message: <5a19c373$1@news.povray.org>
On 25.11.2017 03:32, Thomas de Groot wrote:
> 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.
> 

Okay, thanks. Will try. :-)

---

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From: Sven Littkowski
Subject: Re: Cloud Surface
Date: 25 Nov 2017 14:31:26
Message: <5a19c50e$1@news.povray.org>
On 25.11.2017 06:35, clipka wrote:
> Those defaults are still valid for the newer versions with all the fancy
> media fixes (late v3.7.1 development versions and v3.8).


Can version 3.8 be downloaded already, even as beta?

---

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From: Bald Eagle
Subject: Re: Cloud Surface
Date: 25 Nov 2017 15:55:00
Message: <web.5a19d86d9a2a53c15cafe28e0@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> subsurface material cloud:

Wow - that's not a cloud - that's a beautiful piece of snow/ice!

Thanks for posting that - it look great!  :)


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From: Sven Littkowski
Subject: Re: Cloud Surface
Date: 25 Nov 2017 16:17:28
Message: <5a19dde8@news.povray.org>
UPDATE

See the three attached images.
The first image shows, how the scene is right now.
The second (photoshopped) image shows, how I want it.
The third image shows the horizon features (not colors) I want.

The ground fog should not reach so high. It should reach up to short
above the clouds (Y=1.0)  only and then be faded away at height Y=2.0.

Also, the clouds seem to have a brighter edge at the horizon. Thus I
wonder, if a media item can take that away and create an "atmospheric
layer" as seen on image 3 in pink (between the blue sky and the lilac
clouds).

See below the current scene code. Please feel free to make changes, to
demonstrate to me how to get those features. Big thanks.

--------------

#version 3.7;

global_settings
{
 assumed_gamma 1.0

}
#default
{
 finish { ambient 0.0 diffuse 0.0 }
}

//------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
//------------------------------------------------------------------------

camera
{
 /*ultra_wide_angle*/ angle 20
 location  < -35.0 , 11.0 ,-00.0 >
 right     x*image_width/image_height
 look_at   < 0.0 , 5.0 , 0.0 >
}

// sun -------------------------------------------------------------------

light_source { < 250, 100, -250 > color < 1.0,  0.62353,  0.46667 > *7 }

// sky
-------------------------------------------------------------------

sky_sphere
{
 pigment
 {
  gradient < 0, 1, 0 >
  color_map
  {
   [ 0.0 color rgb < 1.00000,  0.62353,  0.46667 > ] // Pink
   [ 0.4 color rgb < 0.64706,  0.30588,  0.59608 > ] // Purple
   [ 0.6 color rgb < 0.64706,  0.30588,  0.59608 > ] // Purple
   [ 1.0 color rgb < 1.00000,  0.62353,  0.46667 > ] // Pink
  }
  scale 2
 }
}

//------------------------------------------------------------------------


// ground -----------------------------------------------------------------
//---------------------------------<<< settings of squared plane dimensions


plane
{
 < 0, 1, 0 >, 0
 texture { pigment { color rgb < 0.24706,  0.38431,  0.058824 > *1.0 }
 finish { ambient 0.0 diffuse 0.0 } }
 rotate< 0, 0, 0 >
}
//------------------------------------------------ end of squared plane XZ

//--------------------------------------------------------------------------
//---------------------------- objects in scene ----------------------------

cylinder
{
 < 0.0, -0.5, 0.0 > < 0.0, 1.0, 0.0 > 10.0
 pigment{ rgbt < 0.20784,  0.19216,  0.25098, 1.0 > }
 hollow
 interior
 {
  media
  {
   emission < 0.9, 0.9, 1.0 > *0.15
   absorption < 0.0, 0.0, 0.5 >
   scattering
   {
    3, < 1.0, 1.0, 1.0 >
    extinction  2.0
   }
   density
   {
    gradient < 1.0, 0.25, 0.5 >  // controls the cloud formation
    turbulence 0.5
    frequency 5
    color_map
    {
     [ 0.0 rgb 0.0 ]//border
     [ 0.5 rgb 0.1 ]
     [ 1.0 rgb 1.0 ]//center
    } // end color_map
   } // end of density
  } // end of media ----
 } // end of interior
 translate < 0.0, 1.0, 0.0 >
 scale < 5.0, 1.5, 5.0 >
}

fog
{
 fog_type   2
 distance   3
 color rgb < 0.20784,  0.192160,  0.2509800 > *0.8 // Purple
 color rgb < 0.7451,  0.50196,  0.42745 > *0.8 // Pink
 fog_offset 0.1
 fog_alt    1.25
 turbulence 1.8
}
/*
fog
{
 fog_type   1
 distance   7.0
 color rgb < 0.43529,  0.39216,  0.52549 > *0.8 // Pink
 fog_offset 6.0
 fog_alt    8.0
}

cylinder
{
 < 0.0, 0.0, 0.0 > < 0.0, 8.0, 0.0 > 0.25
 texture { T01 }
 texture { T_Copper_1A }
}

sphere
{
 < 0.0, 8.0, 0.0 > 0.25
 texture { T01 }
 texture { T_Copper_1A }
}
*/
// Planet

sphere
{
 < 80.0, -2.0, 13.0 > 7.0
 texture { T01 }
}

difference
{
 cylinder { < 0.0, -0.00001, 0.0 > < 0.0, 0.00001, 0.0 > 13.0 }
 cylinder { < 0.0, -0.00002, 0.0 > < 0.0, 0.00002, 0.0 > 10.0 }
 texture { T01 }
 finish { ambient 0.85 }
 rotate < 20.0, 0.0, 4.0 >
 translate < 80.0, -2.0, 13.0 >
}



---

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Attachments:
Download 'sl - cloud cities.jpg' (187 KB) Download 'sl - cloud cities 2.jpg' (84 KB) Download 'cloud city.jpg' (50 KB)

Preview of image 'sl - cloud cities.jpg'
sl - cloud cities.jpg

Preview of image 'sl - cloud cities 2.jpg'
sl - cloud cities 2.jpg

Preview of image 'cloud city.jpg'
cloud city.jpg


 

From: Sven Littkowski
Subject: Re: Cloud Surface
Date: 25 Nov 2017 16:19:57
Message: <5a19de7d$1@news.povray.org>
On 25.11.2017 15:54, Bald Eagle wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>> subsurface material cloud:
> 
> Wow - that's not a cloud - that's a beautiful piece of snow/ice!
> 
> Thanks for posting that - it look great!  :)
> 
Yes, it is really very beautiful. Now image a small amount of
translucency...

---

http://www.avg.com


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From: Sven Littkowski
Subject: Re: Cloud Surface
Date: 25 Nov 2017 16:20:42
Message: <5a19deaa$1@news.povray.org>
On 25.11.2017 15:54, Bald Eagle wrote:
> Wow - that's not a cloud - that's a beautiful piece of snow/ice!

Yes, it is really very beautiful. Now imagine a small amount of
translucency...

---

http://www.avg.com


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From: And
Subject: Re: Cloud Surface
Date: 26 Nov 2017 04:50:01
Message: <web.5a1a8dea9a2a53c1dc963d550@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 25.11.2017 um 13:53 schrieb And:
> > clipka <ano### [at] anonymousorg> 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?
>
> Yes, if you don't specify an interior, or don't specify a refractive
> index in the interior, it should default to 1.0 (or, more precisely, to
> the same value as the atmosphere's refractive index, which currently
> happens to be hard-coded to 1.0).
>
> If the refractive index is at 1.0 already, then I haven't a clue where
> the bright blue band artifacts might be coming from.

My sky (sky sphere) is blue. That's radiosity


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