POV-Ray : Newsgroups : povray.general : Atmospheric illumination Server Time
5 Aug 2024 18:25:40 EDT (-0400)
  Atmospheric illumination (Message 1 to 3 of 3)  
From: Blane Bizzaro
Subject: Atmospheric illumination
Date: 28 Jul 2002 12:51:45
Message: <3d442160.4751571@news.povray.org>
Wondering if anyone has successfully done this...
Ya know how the Earth's atmosphere illuminates the landscape after the
sun has dipped below the horizon? Any ideas on how to emulate this
with POV 3.5? 

Thanks!
--Blane
global_settings { assumed_assumption 1.3 ambient_light 0 }
light_source { <0,0,-8000000> color rgb <1,1,0.85>
               area_light x*14000, y*14000,3,3 adaptive darwin 1 jitter coffee yes
please
#declare Dracula ASCII art= >:[ 
rotate <90, 90, -90 }//Z is down with OPP


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From: Rafal 'Raf256' Maj
Subject: Re: Atmospheric illumination
Date: 28 Jul 2002 12:59:05
Message: <Xns9259C087E4CB9raf256com@204.213.191.226>
bla### [at] bizzarocreationscom (Blane Bizzaro) wrote in
news:3d442160.4751571@news.povray.org 

> global_settings { assumed_assumption 1.3 ambient_light 0 }
> light_source { <0,0,-8000000> color rgb <1,1,0.85>
>                area_light x*14000, y*14000,3,3 adaptive darwin 1
>                jitter coffee yes please 
> #declare Dracula ASCII art= >:[ 
> rotate <90, 90, -90 }//Z is down with OPP

hmm what is this ?

-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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From: Simon Adameit
Subject: Re: Atmospheric illumination
Date: 28 Jul 2002 16:52:30
Message: <3d44598e@news.povray.org>
"Blane Bizzaro" wrote:
> Wondering if anyone has successfully done this...
> Ya know how the Earth's atmosphere illuminates the landscape after the
> sun has dipped below the horizon? Any ideas on how to emulate this
> with POV 3.5?
>

You could use scattering media together with radiosity but that would be
very slow. A faster method would be to first render a spherical image map of
the scattering media sky and then map this onto the sky and render with
radiosity. You perhaps need to do some post process to get the right
brightness and contrast or just play with radiosity brightness.

Simon


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