|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
THE "DUSTY SHADOW BUG "
here it is , the major bug , a dusty shadow behind a transparent object.
Yes ,it's a triangle based prism . A spotlight is pointing directly on
it's surface .
The prism is placed direct in front of a white wall .So it seems to be
one of the first lessons in physics .
%> Test it out before writing nonsense to me .
The reality has to show a rainbow like effect .
Raytracer's show me a DUSTY SHADOW ( BUG ?).
oh wake up ,(early in the morning , 5 am , a lot of MHz , 1 Penguin and
i )
that isn't as realistic as you mean ,it's only a bad shaded picture
nothing else !
Ok , if there is no glass in my scene the picture shows real,
and i love povray
BUT what's about light effecting materials in a scene .Some glasses on a
tabel or a bottle -- ? A few day's work begins .
BUT the DUSTY SHADOW BUG is the same , Now what says red hack ?
--- DUSTY SHADOW BUG ----
is it at me , to learn more about povray's posibilities , or is it the
DUSTY SHADOW BUG
%> Test it out before writing nonsense to me .
thank's
merath
early in the morning , 5 am , a lot of MHz , 1 Penguin and i
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I'm assuming that was translated by a computer. Anyway, if you post your
POV source in the povray.text.scene-files group, everyone will have a better
time figuring out what exactly is going wrong. The first thing to realize
is that POV will NOT split the light beam into a rainbow. Unless you use
UVPov with dispersion turned on, of course. (For more information on UVPov,
go to http://nathan.kopp.com/patched.htm.)
-Nathan
merath <mer### [at] t-onlinede> wrote...
> THE "DUSTY SHADOW BUG "
> here it is , the major bug , a dusty shadow behind a transparent object.
> Yes ,it's a triangle based prism . A spotlight is pointing directly on
> it's surface .
> The prism is placed direct in front of a white wall .So it seems to be
> one of the first lessons in physics .
>
> %> Test it out before writing nonsense to me .
>
> The reality has to show a rainbow like effect .
> Raytracer's show me a DUSTY SHADOW ( BUG ?).
>
> oh wake up ,(early in the morning , 5 am , a lot of MHz , 1 Penguin and
> i )
>
> that isn't as realistic as you mean ,it's only a bad shaded picture
> nothing else !
>
> Ok , if there is no glass in my scene the picture shows real,
> and i love povray
>
> BUT what's about light effecting materials in a scene .Some glasses on a
> tabel or a bottle -- ? A few day's work begins .
> BUT the DUSTY SHADOW BUG is the same , Now what says red hack ?
> --- DUSTY SHADOW BUG ----
> is it at me , to learn more about povray's posibilities , or is it the
> DUSTY SHADOW BUG
> %> Test it out before writing nonsense to me .
>
> thank's
> merath
> early in the morning , 5 am , a lot of MHz , 1 Penguin and i
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On Sun, 31 Oct 1999 01:38:00 +0200, merath <mer### [at] t-onlinede> wrote:
>%> Test it out before writing nonsense to me .
Hi, Merath. Please read, "How to post bug reports", in the
povray.announce.frequently-asked-questions group. Thank you.
--
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nathan Kopp wrote:
> <snip> The first thing to realize
> is that POV will NOT split the light beam into a rainbow. Unless you use
> UVPov with dispersion turned on, of course. (For more information on UVPov,
> go to http://nathan.kopp.com/patched.htm.)
>
> -Nathan
Will that work with pov's faked caustics? I think I tried it with no results.
Also, I tried to put a color_map into my light_source, but the light only showed
the last entry of it.
--
Samuel Benge
STB### [at] aolcom
"And you can fly
High as a kite if you want to
Faster than light if you want to
Speeding through the universe
Thinking is the best way to travel"
-The Best Way to Travel, The Moody Blues
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
What?
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
It's obviously some POV poetry. Not too bad either : )
I had to cancel my first reply after noticing I had been unwittingly tricked
into crossposting; along with a few other people, so it would seem. Still
don't notice that "Newsgroups:" field too often when I reply.
Bob
Mike <pov### [at] aolcom> wrote in message news:381BB6EB.43C9D934@aol.com...
> What?
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
--snipp (part of the photon.html)
Dispersion
Daren Scott Wilson's dispersion patch has been incorporated into the
photon mapping patch. To use it with
photons, you need to specify a color_map in your light source. The
color_map will override the light's color
(although you still need to specify the color of the light). The
color_map determines the color spectrum for that light
source.
I have created a macro, "create_spectrum", which creates a color_map for
use with lights. This macro is based on
Mr. Wilson's dispersion patch. See the demo scene "prism" for this
macro.
--snapp
macro, "create_spectrum" is there any posibility to download this file
thanks
merath
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
merath wrote:
> macro, "create_spectrum" is there any posibility to download this file
> thanks
> merath
Here is the original:
//Dispersion spectrum macro written by Nathan Kopp
#macro create_spectrum(nelems,bright)
#local elem=1;
color_map{
#while(elem<=nelems)
/* h goes from 0 at red end to 1.0 at blue end */
#local h = (elem-1)/(nelems-1);
/* co-h goes from 1.0 at red end to 0.0 at blue end */
#local coh = 1.0 - h;
#local Huered = 0.9 - (h/0.5);
#local Hueblue = 1.0 - (coh/0.6);
#if (Huered < 0.0) #local Huered = 0.0; #end
#if (Hueblue < 0.0) #local Hueblue = 0.0; #end
#local Huered=1.0 - (1.0-Huered)*(1.0-Huered);
#local Hueblue=1.0 - (1.0-Hueblue)*(1.0-Hueblue);
#local Huegreen = 1.0 - Huered - Hueblue;
#if (h>0.85)
#local Huered = 4*(h-0.85); // was 4 - changed to 8
#end
#local ybulge = -4.0*(h-0.1)*(h-0.6);
#if (ybulge<0) #local ybulge=0; #end
#local Huered = Huered+ybulge;// * 0.5; // added * 0.5
#local Huegreen = Huegreen+ybulge;
[bright, color rgb<Huered,Huegreen,Hueblue>]
//#debug
concat("<",str(Huered,0,3),",",str(Huegreen,0,3),",",str(Hueblue,0,3),">\n")
#local elem=elem+1;
#end // while
}
#end // macro
I've found that it had a tendency to make reddish light, if you want
white light, try commenting out the #if(h>0.85) #local ... #end
n_elems is the number of light elements (the more, the better and the longer to
render)
bright is the brightness (3/n_elems gives approximately an intensity 1 light)
Jerome
--
*******************************
* they'll tell you what can't * mailto:ber### [at] inamecom
* be done and why... * http://www.enst.fr/~jberger
* Then do it. *
*******************************
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
special thank's
merath
now
i think i've a work
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|