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Hi,
For years and years I haven't been able to come up with (not that I
tried very hard) a decent media for a scene that resembles air, meaning,
media in the scene that fills all the hollow objects (a general media
declaration, not in an interior of an object) which makes a nice
"atmosphere" (not related to pov 3.0 atmosphere, i mean the real kind)
and cool shadows. I didn't even get something remotely close. Every time
i try i get either a completely black screen or a completely white one.
Help!
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In article <38E8B1EB.C23FD016@netvision.net.il>, Lewis
<nle### [at] netvisionnetil> wrote:
> Hi,
> For years and years I haven't been able to come up with (not that I
> tried very hard) a decent media for a scene that resembles air, meaning,
> media in the scene that fills all the hollow objects (a general media
> declaration, not in an interior of an object) which makes a nice
> "atmosphere" (not related to pov 3.0 atmosphere, i mean the real kind)
> and cool shadows. I didn't even get something remotely close. Every time
> i try i get either a completely black screen or a completely white one.
Try increasing the samples a little if you get "static". If you just get
a smooth color, try decreasing the density of the media. To do that,
just give it a darker color, I usually use a multiplier value for this:
emission color Yellow*0.1
or
absorption color rgb <0.004044, 0.714855, 0.004044>*0.05
or
scattering {1, rgb Green*0.5 extinction 1}
Also try lowering the extinction value in scattering media.
--
Christopher James Huff - Personal e-mail: chr### [at] yahoocom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Web page: http://chrishuff.dhs.org/
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Thanks, but I need an example for the whole settings. I haven't a clue.
Chris Huff wrote:
>
> In article <38E8B1EB.C23FD016@netvision.net.il>, Lewis
> <nle### [at] netvisionnetil> wrote:
>
> > Hi,
> > For years and years I haven't been able to come up with (not that I
> > tried very hard) a decent media for a scene that resembles air, meaning,
> > media in the scene that fills all the hollow objects (a general media
> > declaration, not in an interior of an object) which makes a nice
> > "atmosphere" (not related to pov 3.0 atmosphere, i mean the real kind)
> > and cool shadows. I didn't even get something remotely close. Every time
> > i try i get either a completely black screen or a completely white one.
>
> Try increasing the samples a little if you get "static". If you just get
> a smooth color, try decreasing the density of the media. To do that,
> just give it a darker color, I usually use a multiplier value for this:
>
> emission color Yellow*0.1
> or
> absorption color rgb <0.004044, 0.714855, 0.004044>*0.05
> or
> scattering {1, rgb Green*0.5 extinction 1}
>
> Also try lowering the extinction value in scattering media.
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] yahoocom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Web page: http://chrishuff.dhs.org/
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The source and image are there
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Lewis wrote:
>
> Thanks, but I need an example for the whole settings. I haven't a clue.
http://members.xoom.com/POVRAY3/media2.html
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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(Image posted in p.b.images)
#version Unofficial MegaPov 0.4;
media
{ scattering { 1,.02 }
method 3
}
camera { location <-6,0,-9.5> look_at -x*1.5 angle 80 }
#declare Light=
light_source
{ 0,.75 media_attenuation on
looks_like { sphere { 0,.5 pigment { rgb 1 } finish { ambient 1 } } }
}
object { Light translate <8,3,-3> }
object { Light translate <8,3,3> }
box
{ <-10,-5,-10><10,5,10> inverse
pigment { rgb <1,.9,.8> }
}
box
{ <-1,-5,-1.5><1,-1,1.5>
pigment { rgb <1,.5,.3> }
translate z*4
}
cylinder
{ -y*5, y, 1
pigment { rgb x+y }
translate -z*3
}
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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----- Original Message ----- >
> (Image posted in p.b.images)
>
> #version Unofficial MegaPov 0.4;
>
> media
> { scattering { 1,.02 }
> method 3
> }
>
> camera { location <-6,0,-9.5> look_at -x*1.5 angle 80 }
> #declare Light=
> light_source
> { 0,.75 media_attenuation on
> looks_like { sphere { 0,.5 pigment { rgb 1 } finish { ambient 1 } } }
> }
> object { Light translate <8,3,-3> }
> object { Light translate <8,3,3> }
>
> box
> { <-10,-5,-10><10,5,10> inverse
> pigment { rgb <1,.9,.8> }
> }
>
> box
> { <-1,-5,-1.5><1,-1,1.5>
> pigment { rgb <1,.5,.3> }
> translate z*4
> }
>
> cylinder
> { -y*5, y, 1
> pigment { rgb x+y }
> translate -z*3
> }
>
> --
I tried to render this in the most recent official release of POV-Ray, and
it wouldn't render, it refused to recognized the method keyword!!
Any way to get around this???
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Franks wrote:
>
// #version Unofficial MegaPov 0.4;
media
{ scattering { 1,.02 }
// method 3
}
> I tried to render this in the most recent official release of POV-Ray, and
> it wouldn't render, it refused to recognized the method keyword!!
>
> Any way to get around this???
Comment out the lines I have illustrated above and it should render.
The results may not be the same and it will probably take longer to
render. You also have the option of installing the patched version
of POV-Ray called MegaPov which will render the code in question with
the enhancements it was designed for.
MegaPov - http://nathan.kopp.com/patched.htm
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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