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7 Aug 2024 11:25:34 EDT (-0400)
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From: Thorsten Froehlich
Subject: Re: Lens Flares?
Date: 7 Nov 2001 16:01:23
Message: <3be9a123@news.povray.org>
In article <3be91cea@news.povray.org> , Warp <war### [at] tagpovrayorg>  wrote:

>   Why? (Except for just the sake of achieving it, even it's extremely slow
> and not very useful.)
>   It's like making a raytracer with the SDL of POV-Ray. It's slow and not
> very useful. It may be fun, but not useful.

Hmm, so as you like to write fun but useless things, maybe change POV-Ray to
allow the "real" lense flare? ;-)

    Thorsten

____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde

Visit POV-Ray on the web: http://mac.povray.org


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From: Peter Popov
Subject: Re: Lens Flares?
Date: 7 Nov 2001 16:24:44
Message: <ug9jut46oculuevnsu5fu89gl7inam8bv0@4ax.com>
On 7 Nov 2001 08:15:58 -0500, Ron Parker <ron### [at] povrayorg>
wrote:

>Not that I remember.

OK, I'll have to check who it was, then.

>But it really doesn't require photons, so it's possible Dan was playing 
>with it that long ago.

How so? Lens flares usually originate from light sources.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: Ron Parker
Subject: Re: Lens Flares?
Date: 7 Nov 2001 16:38:38
Message: <slrn9ujaf0.hkl.ron.parker@fwi.com>
On Wed, 07 Nov 2001 23:23:35 +0200, Peter Popov wrote:
> On 7 Nov 2001 08:15:58 -0500, Ron Parker <ron### [at] povrayorg>
> wrote:
> 
>>Not that I remember.
> 
> OK, I'll have to check who it was, then.
> 
>>But it really doesn't require photons, so it's possible Dan was playing 
>>with it that long ago.
> 
> How so? Lens flares usually originate from light sources.

True, but since the path is ES*L, it is sufficient to give the light source a
looks_like that has sufficient brightness to survive multiple reflections.
Photons are only useful when the path is ES*DS*L.  

To get some of the more interesting flares requires blurred reflection and/or
refraction, and perhaps a touch of dispersion.  Slow, slow, slow.

-- 
#macro R(P)z+_(P)_(P)_(P+1)_(P+1)+z#end#macro Q(C,T)bicubic_patch{type 1u_steps
6v_steps 6R(1)R(3)R(5)R(7)pigment{rgb z}}#end#macro _(Y)#local X=asc(substr(C,Y
,1))-65;<T+mod(X,4)div(X,4)9>-2#end#macro O(T)Q("ABEFUQWS",T)Q("WSXTLOJN",T)#
end O(0)O(3)Q("JNKLCGCD",0)light_source{x 1}// ron### [at] povrayorg


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From: Trevor Quayle
Subject: Re: Lens Flares?
Date: 7 Nov 2001 16:44:59
Message: <3be9ab5b$1@news.povray.org>
See image posted in p.b.i.  Uses looks like sphere with ambient set to 1000,
max_trace_leve = 1000, six lenses (12 reflect/refract surfaces) with fresnel
reflection (max set to 1/3 to minimize scene reflection). It's not as pretty
as fake ones, but that's not what I was trying to achieve.  BTW, the viewing
angle here was only 2.5 degrees, orthographic can probably be used as well
and is maybe the better choice.

-tgq


"Ron Parker" <ron### [at] povrayorg> wrote in message
news:slr### [at] fwicom...
> On Wed, 07 Nov 2001 23:23:35 +0200, Peter Popov wrote:
> > On 7 Nov 2001 08:15:58 -0500, Ron Parker <ron### [at] povrayorg>
> > wrote:
> >
> >>Not that I remember.
> >
> > OK, I'll have to check who it was, then.
> >
> >>But it really doesn't require photons, so it's possible Dan was playing
> >>with it that long ago.
> >
> > How so? Lens flares usually originate from light sources.
>
> True, but since the path is ES*L, it is sufficient to give the light
source a
> looks_like that has sufficient brightness to survive multiple reflections.
> Photons are only useful when the path is ES*DS*L.
>
> To get some of the more interesting flares requires blurred reflection
and/or
> refraction, and perhaps a touch of dispersion.  Slow, slow, slow.
>
> --
> #macro R(P)z+_(P)_(P)_(P+1)_(P+1)+z#end#macro Q(C,T)bicubic_patch{type
1u_steps
> 6v_steps 6R(1)R(3)R(5)R(7)pigment{rgb z}}#end#macro _(Y)#local
X=asc(substr(C,Y
> ,1))-65;<T+mod(X,4)div(X,4)9>-2#end#macro
O(T)Q("ABEFUQWS",T)Q("WSXTLOJN",T)#
> end O(0)O(3)Q("JNKLCGCD",0)light_source{x 1}// ron### [at] povrayorg


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From: JRG
Subject: Re: Lens Flares?
Date: 7 Nov 2001 16:54:16
Message: <3be9ad88@news.povray.org>
Trevor Quayle wrote:
> Uses [...]
> max_trace_leve = 1000

Yep! And it didn't crash?!

--
Jonathan.


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From: Trevor Quayle
Subject: Re: Lens Flares?
Date: 7 Nov 2001 16:56:59
Message: <3be9ae2b$1@news.povray.org>
without fresnel on it would, but for some reason with fresnel it didn't, I
was even successful with 5000!

-tgq

"JRG" <jrg### [at] hotmailcom> wrote in message
news:3be9ad88@news.povray.org...
> Trevor Quayle wrote:
> > Uses [...]
> > max_trace_leve = 1000
>
> Yep! And it didn't crash?!
>
> --
> Jonathan.
>
>


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From: Trevor Quayle
Subject: Re: Lens Flares?
Date: 7 Nov 2001 16:58:34
Message: <3be9ae8a$1@news.povray.org>
Hmm, something must operate different with fresnel on, it wouldn't even
crash at 1 million.

-tgq

"Trevor Quayle" <Tin### [at] hotmailcom> wrote in message
news:3be9ae2b$1@news.povray.org...
> without fresnel on it would, but for some reason with fresnel it didn't, I
> was even successful with 5000!
>
> -tgq
>
> "JRG" <jrg### [at] hotmailcom> wrote in message
> news:3be9ad88@news.povray.org...
> > Trevor Quayle wrote:
> > > Uses [...]
> > > max_trace_leve = 1000
> >
> > Yep! And it didn't crash?!
> >
> > --
> > Jonathan.
> >
> >
>
>


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From: Ron Parker
Subject: Re: Lens Flares?
Date: 7 Nov 2001 17:05:04
Message: <slrn9ujc0j.hm6.ron.parker@fwi.com>
On Wed, 7 Nov 2001 16:57:04 -0500, Trevor Quayle wrote:
> without fresnel on it would, but for some reason with fresnel it didn't, I
> was even successful with 5000!

Is adc_bailout nonzero?

-- 
#macro R(P)z+_(P)_(P)_(P+1)_(P+1)+z#end#macro Q(C,T)bicubic_patch{type 1u_steps
6v_steps 6R(1)R(3)R(5)R(7)pigment{rgb z}}#end#macro _(Y)#local X=asc(substr(C,Y
,1))-65;<T+mod(X,4)div(X,4)9>-2#end#macro O(T)Q("ABEFUQWS",T)Q("WSXTLOJN",T)#
end O(0)O(3)Q("JNKLCGCD",0)light_source{x 1}// ron### [at] povrayorg


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From: Trevor Quayle
Subject: Re: Lens Flares?
Date: 7 Nov 2001 17:12:47
Message: <3be9b1df@news.povray.org>
yes, 0.0001
-tgq
"Ron Parker" <ron### [at] povrayorg> wrote in message
news:slr### [at] fwicom...
> On Wed, 7 Nov 2001 16:57:04 -0500, Trevor Quayle wrote:
> > without fresnel on it would, but for some reason with fresnel it didn't,
I
> > was even successful with 5000!
>
> Is adc_bailout nonzero?
>
> --
> #macro R(P)z+_(P)_(P)_(P+1)_(P+1)+z#end#macro Q(C,T)bicubic_patch{type
1u_steps
> 6v_steps 6R(1)R(3)R(5)R(7)pigment{rgb z}}#end#macro _(Y)#local
X=asc(substr(C,Y
> ,1))-65;<T+mod(X,4)div(X,4)9>-2#end#macro
O(T)Q("ABEFUQWS",T)Q("WSXTLOJN",T)#
> end O(0)O(3)Q("JNKLCGCD",0)light_source{x 1}// ron### [at] povrayorg


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From: Nekar Xenos
Subject: Re: Lens Flares?
Date: 8 Nov 2001 01:26:33
Message: <3bea2599@news.povray.org>
"Bill DeWitt" <bde### [at] cflrrcom> wrote in message
news:3be96283$1@news.povray.org...
>
> "Ken" <tyl### [at] pacbellnet> wrote in message
> news:3BE955A6.4C3ED542@pacbell.net...
> >
> >
> > Warp wrote:
> >
> > > #macro c(X)torus{.5.1clipped_by{box{<.7.2><-.7,-.2.7>}}rotate-90*x
> translate
> > > x*X}#end #macro C(A)cylinder{A,A-y*.5.1}#end
> merge{c(.5)c(-.5)C(x)C(-x)C(0)
> > > translate z*2pigment{crackle scale.5rotate
> 90turbulence.75color_map{[.05rgb
> > > 1][.1rgb<1,.25,1>][.25rgbf 1]}}finish{ambient 1}}
> >
> > Everybody around here whines about how important it is to use proper
> > indenting yet look at that mess! When I do it people critisie me. When
> > you guys do it in your sigs it is all of a sudden ok. Talk about double
> > standards!
>
>     I agree.
>
> //// New, improved and FAIR code follows ////
>
>  #macro c (X)
>     torus {
>            0.5, 0.1
>               clipped_by {
>                           box {
>                                <  0.7, 0.2 >,
>                                < -0.7,-0.2, 0.7 >
>                               }
>                          }
>               rotate-90*x
>               translate x*X
>           }
>  #end
>
>  #macro C (A)
>     cylinder{
>              A, A-y*0.5, 0.1
>             }
>  #end
>
>  merge{
>        c(0.5)
>        c(-0.5)
>        C(x)
>        C(-x)
>        C(0)
>        translate z*2
>        pigment{
>                crackle
>                scale 0.5
>                rotate 90
>                turbulence 0.75
>                color_map {
>                           [ 0.05 rgb 1 ]
>                           [ 0.10 rgb < 1.0, 0.25, 1.0 > ]
>                           [ 0.25 rgbf 1 ]
>                          }
>               }
>               finish {
>                       ambient 1
>                      }
>       }
>
Hmmm - and maybe add comments as well so we can understand it more easily  ;o)

- Nekar


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