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Hello,
I hope this has not been addressed already, if so sorry for the time lost.
The below scene has a discrepancy in the way it is rendered by POV and uberPOV.
UberPOV seems to show color banding artefacts while the media dispersion shows a
much stronger glow in POV. Is this a bug?
#version 3.7;
//--Global settings--
global_settings {
assumed_gamma 1.0
max_trace_level 5
charset utf8
radiosity {
adc_bailout 0.005
brightness 1
count 50
error_bound 0.8
gray_threshold 0
low_error_factor 0.9
maximum_reuse 0.2
minimum_reuse 0.015
nearest_count 4
pretrace_start 0.08
pretrace_end 0.01
recursion_limit 1
always_sample 0
normal 0
media 1
subsurface 0
}
ambient_light rgb<0, 0, 0>
}
//--Custom Code--
#declare CURFRAMENUM = 1;
//#include "/home/user/directory/animation_include_file.inc"
//start code
#local SkyScale = 200;
#local Density_out =
density {
bozo //agate
density_map {
[0.2 rgb 0.25]
[0.5 rgb 0.1]
[0.8 rgb 0.25]
}
scale 0.05 //0.1
warp {turbulence <0.5 0.4, 0.5>*2}
}
#local MistSphere =
difference {
sphere { <0, 0, 0>, 1}
plane {-y, 0 translate 10/SkyScale*y}
texture {pigment {rgb 0 transmit 1} }
hollow
interior {
media {
intervals 1
absorption <0.0, 0.0, 0.0>
scattering {2, rgb <14, 14, 14>*1.4/SkyScale}
samples 10
confidence 0.9999
variance 1/1000
ratio 0.9
density {
spherical
density_map {
[0.880 Density_out]
[0.960 rgb 0]
}
}
}
}
scale SkyScale
}
MistSphere
//end code
//--Patterns Definitions--
//--Background--
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgbt<0.047, 0.034, 0.025, 0>]
[1.0 rgbt<0.006, 0.013, 0.033, 0>]
}
}
}
// 1000000 will make scale be 1 unit = 1 mile
#declare S=1.000000;
// variable for Sun changes (can change this manually: use 0 to 1)
#declare TimeLapse=clock;
// variables for Sunlight fading or filtering
#declare EXT=TimeLapse; // extinction, smaller is brighter
#declare Sc=TimeLapse; // emission, smaller is brighter
#declare Si=TimeLapse/2.5; //intensity, smaller number is brighter
union {
// may want to use other than the "4" below or something else altogether
// be warned the light color changes the media appearance
// Sun
#declare Space=density {rgb 0}
#declare Corona=
density {
radial turbulence .15 frequency 15
density_map {
[0 rgb <.125,.5,1.33>*.025*(1/S)]
[1 rgb <.25,.67,1.25>*(.033+(Si/15))*(1/S)]
}
sine_wave scale <.25,.125,.25> rotate <5,0,5>
}
#declare Flares=
density {
marble phase (.55+(TimeLapse/10)) turbulence 5 frequency 1.5
density_map {
[0 rgb .025*(1/S)]
[.75 rgb .05*(1/S)]
[.85 rgb <.5,.33,.25>*(.1+(Si/1.33))*(1/S)]
[.925 rgb <.5,.33,.25>*(.1+(Si/2))*(1/S)]
[1 rgb <.5,.33,.25>*(.1+(Si/.33))*(1/S)]
}
triangle_wave scale .67 rotate <60,45,15>
}
#declare Photosphere=
density {
bozo phase (TimeLapse/100) turbulence <1,.5,.25>*1.3
//warp {turbulence <1,.5,.25>*1.3 octaves 2 lambda 1.5 omega
0.5}
density_map {
[0 rgb 0]
[.95 rgb <1.125,1,.9>*(1.3+(Si/3))*(1/S)]
[1 rgb <1.125,1,.9>*(.9+(Si/6))*(1/S)]
}
ramp_wave scale .015
}
#declare Surface=
density {
crackle phase (TimeLapse/50)
//warp {turbulence <1,.5,.25> octaves 2 lambda 1.25 omega 0.3}
density_map {
[.025*TimeLapse rgb .15*(1/S)]
[.05*(.75+TimeLapse) rgb .3*(1/S)]
[1 rgb <.75,.5,.33>*(2.5-(Si/1.25))*(1/S)]
}
scallop_wave scale .005
}
#declare Interior=
density {
bozo phase (TimeLapse/100) turbulence <1,.5,.25>*.3
//warp {turbulence <1,.5,.25>*.3 octaves 2 lambda 1 omega 0.2}
density_map {
[0 rgb 0]
[.09 rgb <1.125,1,.9>*(.3+(Si/3))*(1/S)]
[1 rgb <1.125,1,.9>*(.9+(Si/6))*(1/S)]
}
ramp_wave scale .15
}
// Sun (diameter is .864 units at the surface, 1 unit = 1 million miles)
#declare visibleSun=sphere
{
0, 1
pigment {rgbt 1} //rgbt initially
interior {
media {
intervals 8 samples 5,10
//emission <1,.75,.25>*((2-(Si/.25))+(1-Sc))
//absorption <.33,.5,.67>*(.1+(Si*10))
scattering {4,<1,.67,.33>*1.33 extinction (EXT/20)}
density {
spherical turbulence <.000125,.00015,.0002>
density_map {
[.025 Space] // end of Sun atmosphere
[.25 Corona] // solar corona
[.45 Corona] // solar corona inner edge
[.5 Flares] // solar flares
[.515 Photosphere] // solar photosphere
[.5167+(TimeLapse/30) Photosphere] // solar
photosphere
[.568+(TimeLapse/15) Surface] // solar surface
[.75+(TimeLapse/7.5) Surface] // solar subsurface
[1 Interior] // solar interior
}}
}}
rotate 5*TimeLapse*y // a little rotation for animation
hollow
no_shadow
}
scale S
}
media {
scattering { 4, rgb 0.000019999999*<1e-06, 2e-06, 5e-06>
}
absorption 0.000019999999*<6.067e-07, 7.939e-07, 0>
samples 35
}
#local Density_out =
density {
bozo //agate
density_map {
[0.2 rgb 0.25]
[0.5 rgb 0.1]
[0.8 rgb 0.25]
}
scale 0.05 //0.1
warp {turbulence <0.5, 0.4, 0.5>*0}
}
#local MistSphere =
difference {
sphere { <0, 0, 0>, 1}
plane {-y, 0 translate 10/500*y}
texture {pigment {rgb 0 transmit 1} }
hollow
interior {
media {
intervals 1
absorption <0.004, 0.003, 0.002>
scattering {2, rgb <2.5, 2.5, 2.5>*1.4/500}
samples 10
confidence 0.9999
variance 1/1000
ratio 0.9
density {
spherical
density_map {
[0.880 Density_out]
[0.960 rgb 0]
}
}
}
}
scale 500
}
MistSphere
//--Cameras--
#declare camLocation = <7.911602, 1.694827, 6.913409>;
#declare camLookAt = <7.389130, 46.691945, -0.000003>;
camera {
location <0, 0, 0>
look_at <0, 0, -1>
right <-1.7777777777777777, 0, 0>
up <0, 1, 0>
angle 106.260205
rotate <7.389130, 46.691945, -0.000003>
translate <7.911602, 1.694827, 6.913409>
}
//--Lamps--
light_source {
< 0,0,0 >
color srgb<1.09, 1.09, 1.09>
fade_distance 0.500000
fade_power 2
area_light <1.200000,0,0>,<0,2.100000,0> 2, 3
area_illumination
adaptive 1
jitter
matrix <0.989601, -0.110987, 0.091497, 0.077035, -0.128247, -0.988746,
0.121472, 0.985512, -0.118363, 0.000000, 3.400000, 0.100000>
}
#declare lampTarget1= vrotate(<-0,0.1,-3.4>,<-0.1294,0.1112,-0.0922>);
//--Rainbows--
//--Special Curves--
//--Material Definitions--
#default{ pigment{ color srgb 0.8 }}
//--translation of spec and mir levels for when no map influences them--
#declare shader_ = finish {
diffuse 0.8
phong 70.0
}
//--translation of spec and mir levels for when no map influences them--
#declare shader_Material = finish {
brilliance 1
phong 0.5
phong_size 15.9
diffuse 0.8 0
ambient 1
emission 0
conserve_energy
}
//--Mesh objects--
#declare DATACube =
mesh2 {
vertex_vectors {
8,
<1.000000, 1.000000, -1.000000>,
<1.000000, -1.000000, -1.000000>,
<-1.000000, -1.000000, -1.000000>,
<-1.000000, 1.000000, -1.000000>,
<1.000000, 0.999999, 1.000000>,
<0.999999, -1.000001, 1.000000>,
<-1.000000, -1.000000, 1.000000>,
<-1.000000, 1.000000, 1.000000>
}
normal_vectors {
6,
<0.000000, 0.000000, -1.000000>,
<-0.000000, -1.000000, -0.000000>,
<1.000000, -0.000000, 0.000000>,
<-1.000000, 0.000000, -0.000000>,
<0.000000, 1.000000, 0.000000>,
<0.000000, -0.000000, 1.000000>
}
#declare MAT_Material =
texture{
pigment {rgbft<0.8, 0.8, 0.8, 0, 0>}
finish {shader_Material}
}
texture_list {
1
texture{MAT_Material}
}
face_indices {
12,
<0,1,2>, 0,0,0,
<0,2,3>, 0,0,0,
<4,7,6>, 0,0,0,
<4,6,5>, 0,0,0,
<0,4,5>, 0,0,0,
<0,5,1>, 0,0,0,
<1,5,6>, 0,0,0,
<1,6,2>, 0,0,0,
<2,6,7>, 0,0,0,
<2,7,3>, 0,0,0,
<4,0,3>, 0,0,0,
<4,3,7>, 0,0,0
}
normal_indices {
12,
<0,0,0>,
<0,0,0>,
<5,5,5>,
<5,5,5>,
<2,2,2>,
<2,2,2>,
<1,1,1>,
<1,1,1>,
<3,3,3>,
<3,3,3>,
<4,4,4>,
<4,4,4>
}
interior {
ior 1.000000
caustics 0.07
}
radiosity {
importance 0.5
}
}
#declare DATACube_001 =
mesh2 {
vertex_vectors {
16,
<1.000000, 1.000000, -1.000000>,
<1.000000, -1.000000, -1.000000>,
<-1.000000, -1.000000, -1.000000>,
<-1.000000, 1.000000, -1.000000>,
<1.000000, 0.999999, 1.000000>,
<0.999999, -1.000001, 1.000000>,
<-1.000000, -1.000000, 1.000000>,
<-1.000000, 1.000000, 1.000000>,
<0.700000, -1.000000, -0.700000>,
<-0.700000, -1.000000, -0.700000>,
<0.699999, -1.000000, 0.700000>,
<-0.700000, -1.000000, 0.700000>,
<0.700000, 0.600000, -0.700000>,
<-0.700000, 0.600000, -0.700000>,
<0.700000, 0.600000, 0.700000>,
<-0.700000, 0.600000, 0.700000>
}
normal_vectors {
14,
<-0.000000, -1.000000, -0.000000>,
<-0.000000, -1.000000, 0.000000>,
<1.000000, -0.000000, 0.000000>,
<1.000000, -0.000000, 0.000000>,
<0.000000, -0.000000, 1.000000>,
<-0.000000, -1.000000, -0.000000>,
<0.000000, 0.000000, -1.000000>,
<-0.000000, -1.000000, -0.000000>,
<-1.000000, 0.000000, -0.000000>,
<-1.000000, 0.000000, -0.000000>,
<0.000000, 1.000000, 0.000000>,
<-0.000000, -0.000000, 1.000000>,
<0.000000, 0.000000, -1.000000>,
<-0.000000, -1.000000, -0.000000>
}
#declare MAT_Material =
texture{
pigment {rgbft<0.8, 0.8, 0.8, 0, 0>}
finish {shader_Material}
}
texture_list {
1
texture{MAT_Material}
}
face_indices {
28,
<0,1,2>, 0,0,0,
<0,2,3>, 0,0,0,
<4,7,6>, 0,0,0,
<4,6,5>, 0,0,0,
<0,4,5>, 0,0,0,
<0,5,1>, 0,0,0,
<5,6,11>, 0,0,0,
<5,11,10>, 0,0,0,
<2,6,7>, 0,0,0,
<2,7,3>, 0,0,0,
<4,0,3>, 0,0,0,
<4,3,7>, 0,0,0,
<9,8,12>, 0,0,0,
<9,12,13>, 0,0,0,
<6,2,9>, 0,0,0,
<6,9,11>, 0,0,0,
<1,5,10>, 0,0,0,
<1,10,8>, 0,0,0,
<2,1,8>, 0,0,0,
<2,8,9>, 0,0,0,
<12,14,15>, 0,0,0,
<12,15,13>, 0,0,0,
<10,11,15>, 0,0,0,
<10,15,14>, 0,0,0,
<8,10,14>, 0,0,0,
<8,14,12>, 0,0,0,
<11,9,13>, 0,0,0,
<11,13,15>, 0,0,0
}
normal_indices {
28,
<6,6,6>,
<6,6,6>,
<4,4,4>,
<4,4,4>,
<2,2,2>,
<2,2,2>,
<0,0,0>,
<0,0,0>,
<9,9,9>,
<9,9,9>,
<10,10,10>,
<10,10,10>,
<11,11,11>,
<11,11,11>,
<1,1,1>,
<1,1,1>,
<5,5,5>,
<5,5,5>,
<7,7,7>,
<7,7,7>,
<13,13,13>,
<13,13,13>,
<12,12,12>,
<12,12,12>,
<8,8,8>,
<8,8,8>,
<3,3,3>,
<3,3,3>
}
interior {
ior 1.000000
caustics 0.07
}
radiosity {
importance 0.5
}
}
#declare DATAPovInfinitePlane = plane{ <0,0,1>,1
}
//----Blender Object Name:OBCube----
object {
DATACube
matrix <1.000000, 0.000000, 0.000000, 0.000000, -0.000000, -1.000000,
0.000000, 1.000000, -0.000000, 0.000000, 0.000000, 0.000000>
}
//----Blender Object Name:OBPovInfinitePlane----
object {
DATAPovInfinitePlane
matrix <1.000000, 0.000000, 0.000000, 0.000000, -0.000000, -1.000000,
0.000000, 1.000000, -0.000000, 0.000000, -1.000000, 0.000000>
}
//----Blender Object Name:OBCube_001----
object {
DATACube_001
matrix <5.000000, 0.000000, 0.000000, 0.000000, -0.000000, -5.000000,
0.000000, 5.000000, -0.000000, 0.000000, -0.000000, -5.000000>
}
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Attachments:
Download 'mediaarea.png' (458 KB)
Preview of image 'mediaarea.png'
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