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I found that using fill light and some emission it is easy to simulate cloud.
One main light, one fill light.
#declare cloud =
box{
<-1,-1,-1>, <5,5,5>
hollow
texture{
pigment{rgbt<0,0,0,1>}
}
interior {
media{
scattering{1, 3.0 extinction 1.0}
emission rgb<0.12, 0.2, 0.3>*2.0
method 3
intervals 1
samples 14
density{
density_file df3 "df3_file2.df3"
interpolate 0
scale 6
translate <-1,-1,-1>
}
}
}
scale <-1, 1, 1>
rotate <0, 0, 150>
}
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Attachments:
Download 'cloud test.png' (142 KB)
Preview of image 'cloud test.png'
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Another high resolution version
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Attachments:
Download 'df3_convert_test2 _6 res200.png' (122 KB)
Preview of image 'df3_convert_test2 _6 res200.png'
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On 29-1-2019 7:45, And wrote:
> I found that using fill light and some emission it is easy to simulate cloud.
>
>
Welcome to the Cloud Club! ;-) Founding Fathers: Gilles Tran and Abe.
You can also add a bit of absorption.
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 29-1-2019 7:45, And wrote:
> > I found that using fill light and some emission it is easy to simulate cloud.
> >
> >
>
> Welcome to the Cloud Club! ;-) Founding Fathers: Gilles Tran and Abe.
>
> You can also add a bit of absorption.
>
> --
> Thomas
Are you a member
Post a reply to this message
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On 29-1-2019 11:00, And wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 29-1-2019 7:45, And wrote:
>>> I found that using fill light and some emission it is easy to simulate cloud.
>>>
>>>
>>
>> Welcome to the Cloud Club! ;-) Founding Fathers: Gilles Tran and Abe.
>>
>> You can also add a bit of absorption.
>>
>> --
>> Thomas
>
> Are you a member
>
Oh yes! I have used this method for cloudscapes in most of my landscape
scenes. :-)
--
Thomas
Post a reply to this message
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 29-1-2019 11:00, And wrote:
> > Thomas de Groot <tho### [at] degrootorg> wrote:
> >> On 29-1-2019 7:45, And wrote:
> >>> I found that using fill light and some emission it is easy to simulate cloud.
> >>>
> >>>
> >>
> >> Welcome to the Cloud Club! ;-) Founding Fathers: Gilles Tran and Abe.
> >>
> >> You can also add a bit of absorption.
> >>
> >> --
> >> Thomas
> >
> > Are you a member
> >
>
> Oh yes! I have used this method for cloudscapes in most of my landscape
> scenes. :-)
>
> --
> Thomas
I have to develop some method to generate the cloud shape (using tolerance,
pattern, etc) to output df3 files.
Post a reply to this message
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On 29-1-2019 12:41, And wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 29-1-2019 11:00, And wrote:
>>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>>> On 29-1-2019 7:45, And wrote:
>>>>> I found that using fill light and some emission it is easy to simulate cloud.
>>>>>
>>>>>
>>>>
>>>> Welcome to the Cloud Club! ;-) Founding Fathers: Gilles Tran and Abe.
>>>>
>>>> You can also add a bit of absorption.
>>>>
>>>> --
>>>> Thomas
>>>
>>> Are you a member
>>>
>>
>> Oh yes! I have used this method for cloudscapes in most of my landscape
>> scenes. :-)
>>
>> --
>> Thomas
>
>
> I have to develop some method to generate the cloud shape (using tolerance,
> pattern, etc) to output df3 files.
>
Well, that I do not know how to do exactly; Ingo answered about that in
povray.general a couple of days ago. I traditionally use a container
(box, sphere, mesh) with an appropriate media-with-density.
I use the df3 method only when following Gilles Tran's method:
http://www.oyonale.com/modeles.php?lang=en&page=36
but I guess you know this site already.
Abe Madey's cloudscapes date back to 2006:
http://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.4447da16ade663f78069ddd30@news.povray.org%3E/?ttop=243615&toff=50
originally for Megapov but easily converted to the latest official versions.
--
Thomas
Post a reply to this message
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 29-1-2019 12:41, And wrote:
> > Thomas de Groot <tho### [at] degrootorg> wrote:
> >> On 29-1-2019 11:00, And wrote:
> >>> Thomas de Groot <tho### [at] degrootorg> wrote:
> >>>> On 29-1-2019 7:45, And wrote:
> >>>>> I found that using fill light and some emission it is easy to simulate cloud.
> >>>>>
> >>>>>
> >>>>
> >>>> Welcome to the Cloud Club! ;-) Founding Fathers: Gilles Tran and Abe.
> >>>>
> >>>> You can also add a bit of absorption.
> >>>>
> >>>> --
> >>>> Thomas
> >>>
> >>> Are you a member
> >>>
> >>
> >> Oh yes! I have used this method for cloudscapes in most of my landscape
> >> scenes. :-)
> >>
> >> --
> >> Thomas
> >
> >
> > I have to develop some method to generate the cloud shape (using tolerance,
> > pattern, etc) to output df3 files.
> >
>
> Well, that I do not know how to do exactly; Ingo answered about that in
> povray.general a couple of days ago. I traditionally use a container
> (box, sphere, mesh) with an appropriate media-with-density.
I know, I use the media, too.
>
> I use the df3 method only when following Gilles Tran's method:
>
> http://www.oyonale.com/modeles.php?lang=en&page=36
>
> but I guess you know this site already.
>
> Abe Madey's cloudscapes date back to 2006:
>
>
http://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.4447da16ade663f78069ddd30@news.povray.org%3E/?ttop=2
43615&toff=50
>
> originally for Megapov but easily converted to the latest official versions.
granite + turbulence
>
> --
> Thomas
Post a reply to this message
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in news:web.5c503bec8da54bb25536cfec0@news.povray.org And wrote:
> I have to develop some method to generate the cloud shape (using
> tolerance, pattern, etc) to output df3 files.
>
Hope this helps, I'm not good at clouds but it gives an idea
ingo
---%<------%<------%<---
#version 3.7;
global_settings{ assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 }}
#include "arrays.inc"
#include "functions.inc"
#declare Pigm = pigment {
function{(f_granite(x*10,y*10,z*10))}
warp{
turbulence 0.6
octaves 10
omega 0.5
lambda 0.2
}
color_map {
[0.0 color rgb 0.0 ]
[1.0 color rgb 1.0 ]
}
scale 0.4
};
#declare Fluff = function{pigment{Pigm}};
#declare Container = pigment {
function{f_spherical(x,y,z)}
warp{
turbulence 0.6
octaves 3
omega 0.7
lambda 0.8
}
scale 0.4
translate 0.5
};
#declare fn_Container=function{pigment{Container}};
#declare Cloud = function{
Fluff(x,y,z).gray*fn_Container(x,y,z).gray
}
#declare ResX = 50;
#declare ResY = 50;
#declare ResZ = 50;
#declare DF_arr = array[ResX][ResY][ResZ];
#for(Z,0,1-1/ResZ,1/ResZ)
#for(Y,0,1-1/ResY,1/ResY)
#for(X,0,1-1/ResX,1/ResX)
#declare Value = eval_pigment(pigment{function{Cloud(x,y,z)}},
<X,Y,Z>);
#declare DF_arr[X*ResX][Y*ResY][Z*ResZ] = Value.gray;
#end
#end
#end
ARRAYS_WriteDF3(DF_arr, "test.df3", 16)
camera { angle 35 // direction z*2
location <0,0,-10>
}
box {0, 1
texture {
pigment {rgbt 1}
}
interior {
media {
emission 1
scattering {1, 0.1}
intervals 1
samples 5
method 3
density {
density_file df3 "test.df3" interpolate 1
color_map {
[0 rgb 0]
[0.1 rgb <0.5,0.5,0.7>]
[0.5 rgb <1.0,0.5,0.7>]
[0.7 rgb <1.0,1.0,0.7>]
[1 rgb 1]
}
}
}
}
hollow
translate -0.5
scale 5*<1,1,0.1>
rotate <60,30,0>
}
light_source {<500,500,-500> rgb 1}
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Attachments:
Download 'mkdf3.png' (23 KB)
Preview of image 'mkdf3.png'
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 29-1-2019 7:45, And wrote:
> > I found that using fill light and some emission it is easy to simulate cloud.
> >
> >
>
> Welcome to the Cloud Club! ;-) Founding Fathers: Gilles Tran and Abe.
>
> You can also add a bit of absorption.
>
> --
> Thomas
Did you forget the first rule of Cloud Club? Yo do not talk about Cloud Club!
Post a reply to this message
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