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From: Slime
Subject: Re: Object Pattern in Media
Date: 1 Sep 2004 11:45:54
Message: <4135eeb2$1@news.povray.org>
> Thanks very much for you help it is appreciated.  If you add ...
>
> ... to the density block, you'll see what I was attempting.
>
> I was inspired by an image someone posted here that used media filled
chess
> pieces for a "Hollographic" look.
>
> I want to try the same but have the media vaporise when the board gets
shut
> down.  It could be a mighty cool animation.

Cool! You should use emitting media, too (try emission 0.1), that's probably
the best way to create a holographic effect.

 - Slime
 [ http://www.slimeland.com/ ]


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From: jute
Subject: Re: Object Pattern in Media
Date: 6 Sep 2004 06:25:00
Message: <web.413c3a0715eefcd7baed15970@news.povray.org>
"Slime" <fak### [at] emailaddress> wrote:
> problem with using the object pattern in a density block. It doesn't seem to
> accept any LIST_ITEM_A/B values as "3.5.11.23  Object Pattern" in the
> documentation says it should, and if you don't specify anything then it says
> "missing pigment".

Yup, I had this exact same trouble some two weeks ago.  I would say it's a
bug, at least compared to documentation.

Thanks for the pigment_pattern workaround!


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From: Marcus Lundberg
Subject: Re: Object Pattern in Media
Date: 7 Sep 2004 19:10:00
Message: <opsdzbyzkggccxe1@news.povray.org>
I've been messing with this since I read the first few posts, and I've run 
into some snags.

The snag is a POV-Ray error: "Illegal texture or patch in clip, bound, or 
object pattern."

I want to make a whispy ghost.
I modified the BlobMan includes to remove all materials, textures, and 
pigments, since POV would complain if even a simple object in a density 
statement had pigments.  That done, POV still complained, and I cannot 
figure out why.
Since I don't think any textures are left in all of my Blobman, what does 
the word "patch" mean in the error statement?


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From: Josh
Subject: Re: Object Pattern in Media
Date: 8 Sep 2004 06:35:16
Message: <413ee064$1@news.povray.org>
I dont know about your error, but is your man appearing or is the error
preventing you from seeing the object?


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From: Slime
Subject: Re: Object Pattern in Media
Date: 8 Sep 2004 09:52:48
Message: <413f0eb0$1@news.povray.org>
> Since I don't think any textures are left in all of my Blobman, what does
> the word "patch" mean in the error statement?

Since the three things that the error is for all require an object to have a
well defined inside or outside, I imagine a patch in this case is any object
(such as a bicubic patch) which doesn't have an inside or outside, and is
just a surface. This could also include parametric objects or meshes.

 - Slime
 [ http://www.slimeland.com/ ]


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From: Marcus Lundberg
Subject: Re: Object Pattern in Media
Date: 8 Sep 2004 18:19:10
Message: <opsd0399jmgccxe1@news.povray.org>
> I dont know about your error, but is your man appearing or is the error
> preventing you from seeing the object?

The error occurs before rendering starts.
While leaving a potential bug or misunderstanding without resolving it 
isn't usually something I do, I've decided that I'm just going to make my 
own approximation to a human, using merged sphered in Moray.  If it's just 
going to be a whispy ghost, it doesn't have to look very good when solid.


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From: Josh
Subject: Re: Object Pattern in Media
Date: 9 Sep 2004 04:43:02
Message: <41401796$1@news.povray.org>
> The error occurs before rendering starts.
> While leaving a potential bug or misunderstanding without resolving it
> isn't usually something I do, I've decided that I'm just going to make my
> own approximation to a human, using merged sphered in Moray.  If it's just
> going to be a whispy ghost, it doesn't have to look very good when solid.

You might be hitting the same problem I had.  Heres the code I used.  Note
that the sphere is much bigger than the Knight object and this gives it room
to be turbulated.  The Knight object was just a simple CSG object.

#declare myObject =  object { Knight  rotate <0,-45*2,0> };
 sphere {
        <0,0,0>,
        10
        scale <1,2,1>
        texture { pigment { Clear } }
        //texture { pigment { rgbt <1,0,0,1> } }
        hollow
        interior        {
          media   {
                  emission rgb (White*.5) //.3
                                scattering {1, 3}
                                intervals 15 // default is 10
                                samples 1,10   // default is 1,1
                                method 3    // 3 was the default to be used
                                density {
                                        pigment_pattern {object {myObject 0,
1}}
                                        color_map {[0 rgb 0][1 rgb 1]}
                                        warp {
                                             turbulence <0,0,0>
                                             }
                                        }
                                }

                         }


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