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4 Jul 2024 03:28:49 EDT (-0400)
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From: Stephen
Subject: Re: Transparency maps
Date: 26 Nov 2014 12:09:22
Message: <54760942$1@news.povray.org>
On 26/11/2014 16:10, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>
>> I am or something like it.
>> My understanding is that PovRay uses either an alpha channel or a pallet
>> based transparency. With the pallet based method 256 channels are the
>> most you can use.
>
> Are you using image_pattern and/or use_alpha?
>

I am using image_map


>> I was hoping that someone had devised a way to use the
>> greyscale value.
>
> I sort of see what you want to do...
> Maybe you could "scan" the image with eval_pigment and then calculate a
> transparency variable using the grayscale value?
>

LOL
You might be able to do that. I couldn't code my way out of a wet paper 
bag. ;-)

I use a modeller for everything. I can modify and add code, though.


> I dunno - I'm still only on coffee #2, and the foot of snow we're supposed to be
> getting is just starting to come down, so I'm not 100% focused...
>
Excuses, excuses. I've been up for eleven hours, allready. ;-)


>> I have an acceptable result by converting the original image to 8 bit
>> and blurring it a small bit. Then inputing the pallet entries by hand.
>> Or by Excel, actually. :-)
>
> That sounds somewhat labor intensive, though interesting.
>

Yes it is. :-(

But I have automated a lot of it in Excel and I copy and paste into the 
modeller.

> Maybe some example code and a small illustrative image would help puzzle out a
> solution.
>

I'll make up a little package including the transparency map, later. But 
you could use one of the ones Thomas pointed to.

The basic material is:

#declare CloudedEarth =
texture {
   #declare BISHOP3D_TEMPORARY_IDENTIFIER =
     texture {
       pigment {
         image_map{
           png "f:\Graphics\B3D Data\Maps\Planets\Earth\EarthMap2.png"
/*
This is the image  map of Earth.

*/

           interpolate 4
           map_type 1
         }
       }

       normal {
         bump_map{
           png "f:\Graphics\B3D Data\Maps\Planets\Earth\EarthBum_Neg.png"

/*
This is the bmp  map of Earth.

*/

           interpolate           2
           use_color
           map_type 1
         }
         0.100      }


     }
     texture {
       pigment {
         image_map{
           png "F:\Graphics\B3D 
Data\Maps\Planets\Earth\earthcloudmaptrans_Neg240.png"
/*
This is the cloud map that I want the dark parts transparent.

*/

           interpolate 2
           map_type 1
           transmit 0, 1.000
           transmit 1, 1.000

// Snip lots of entries
           transmit 238, 0.007
           transmit 239, 0.000
         }
       }


     }
   ;// the semicolon is necessary or POV-Ray will not figure out that 
the declarations has ended
   BISHOP3D_TEMPORARY_IDENTIFIER
}




-- 

Regards
     Stephen


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From: Ive
Subject: Re: Transparency maps
Date: 26 Nov 2014 14:00:30
Message: <5476234e$1@news.povray.org>
Am 26.11.2014 14:12, schrieb Stephen:
> ... I was hoping that someone had devised a way to use the
> greyscale value.
>


#declare PP_Claud = pigment{image_map{jpeg "my_cloud_map" map_type 1 
interpolate 2}}

  sphere{ 0, 1.005
    texture {
      pigment_pattern{PP_Claud}
      texture_map {
       [0.00 texture {pigment{rgb 1 transmit 1} finish{diffuse 1}}]
       [1.00 texture {pigment{rgb 1 transmit 0} finish{diffuse 1}}]
      }
    }
  }

...where "my_cloud_map" is a grayscale, not a color palette image!

and it might be a good idea to add the cloud texture to a slightly 
larger scaled sphere (than the planet) and not as top layered texture as 
you did.
And you didn't ask for it but anyway: adding a specular map in pretty 
much the same way (giving highlights to the ocean covered area but not 
to the land mass) makes it even more realistic.
You can obtain maps for this e.g. from NASA's Blue Marble page.

With some scattering media atmosphere it gives something like this:
http://news.povray.org/povray.binaries.images/thread/<4a056976@news.povray.org>

-Ive


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From: Stephen
Subject: Re: Transparency maps
Date: 26 Nov 2014 14:17:02
Message: <5476272e$1@news.povray.org>
On 26/11/2014 18:54, Ive wrote:
>
> With some scattering media atmosphere it gives something like this:
> http://news.povray.org/povray.binaries.images/thread/<4a056976@news.povray.org>
>
Before I look at your suggestions. The above link only goes to the index.

And thanks for the reply

-- 

Regards
     Stephen


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From: Ive
Subject: Re: Transparency maps
Date: 26 Nov 2014 15:09:58
Message: <54763396$1@news.povray.org>
Am 26.11.2014 20:16, schrieb Stephen:
> On 26/11/2014 18:54, Ive wrote:
>>
>> With some scattering media atmosphere it gives something like this:
>> http://news.povray.org/povray.binaries.images/thread/<4a056976@news.povray.org>
>>
>>
> Before I look at your suggestions. The above link only goes to the index.
>
> And thanks for the reply
>

this should do

http://news.povray.org/povray.binaries.images/message/<4a056976@news.povray.org>/<4a056976@news.povray.org>

-Ive


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From: Thomas de Groot
Subject: Re: Transparency maps
Date: 27 Nov 2014 03:59:00
Message: <5476e7d4$1@news.povray.org>
On 26-11-2014 19:54, Ive wrote:
>       texture_map {
>        [0.00 texture {pigment{rgb 1 transmit 1} finish{diffuse 1}}]
>        [1.00 texture {pigment{rgb 1 transmit 0} finish{diffuse 1}}]
>       }

Nitpicking, but above should be:

       texture_map {
         [0.00 pigment{rgb 1 transmit 1} finish{diffuse 1}]
         [1.00 pigment{rgb 1 transmit 0} finish{diffuse 1}]
       }

This discussion reminded me suddenly of a scene I made in 2011 (Port of 
Call). I had the clouds not exactly right back then because I failed to 
use a pigment_pattern.

I'll post a new version in p.b.i once the scene has finished rendering.

Thomas


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From: Stephen
Subject: Re: Transparency maps
Date: 27 Nov 2014 05:55:59
Message: <5477033f$1@news.povray.org>
On 27/11/2014 08:58, Thomas de Groot wrote:
> On 26-11-2014 19:54, Ive wrote:
>>       texture_map {
>>        [0.00 texture {pigment{rgb 1 transmit 1} finish{diffuse 1}}]
>>        [1.00 texture {pigment{rgb 1 transmit 0} finish{diffuse 1}}]
>>       }
>
> Nitpicking, but above should be:
>
>        texture_map {
>          [0.00 pigment{rgb 1 transmit 1} finish{diffuse 1}]
>          [1.00 pigment{rgb 1 transmit 0} finish{diffuse 1}]
>        }
>

I was going to mention that on my next post.
Interestingly, Bishop3D parsed it correctly.

> This discussion reminded me suddenly of a scene I made in 2011 (Port of
> Call). I had the clouds not exactly right back then because I failed to
> use a pigment_pattern.
>
> I'll post a new version in p.b.i once the scene has finished rendering.
>

Be careful. Once you start looking at old scenes. You will find 
something else that wants improving. Never ending.
I noticed that some of my earth maps go back to 98 (when I downloaded 
them) and the ones I normally use are from 2008. So I downloaded some of 
the Blue Marble ones. Now the Nautilus model does not fit in with the 
Earth . I will need to rework its textures.


-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Transparency maps
Date: 27 Nov 2014 07:15:49
Message: <547715f5$1@news.povray.org>
On 27-11-2014 11:55, Stephen wrote:

> Be careful. Once you start looking at old scenes. You will find
> something else that wants improving. Never ending.
> I noticed that some of my earth maps go back to 98 (when I downloaded
> them) and the ones I normally use are from 2008. So I downloaded some of
> the Blue Marble ones. Now the Nautilus model does not fit in with the
> Earth . I will need to rework its textures.
>
>
I know. It is a difficult to resist temptation.

Thomas


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From: Stephen
Subject: Re: Transparency maps
Date: 27 Nov 2014 07:47:08
Message: <54771d4c$1@news.povray.org>
On 27/11/2014 12:15, Thomas de Groot wrote:
> On 27-11-2014 11:55, Stephen wrote:
>
>> Be careful. Once you start looking at old scenes. You will find
>> something else that wants improving. Never ending.
>> I noticed that some of my earth maps go back to 98 (when I downloaded
>> them) and the ones I normally use are from 2008. So I downloaded some of
>> the Blue Marble ones. Now the Nautilus model does not fit in with the
>> Earth . I will need to rework its textures.
>>
>>
> I know. It is a difficult to resist temptation.
>

Not for me. I don't even bother.
See a temptation and pick it up.
And all day you'll have something to do.

And I have a new PC which goes Varoom!


-- 

Regards
     Stephen


Post a reply to this message

From: Thomas de Groot
Subject: Re: Transparency maps
Date: 27 Nov 2014 07:58:16
Message: <54771fe8$1@news.povray.org>
On 27-11-2014 13:47, Stephen wrote:
> On 27/11/2014 12:15, Thomas de Groot wrote:
>> On 27-11-2014 11:55, Stephen wrote:
>>
>>> Be careful. Once you start looking at old scenes. You will find
>>> something else that wants improving. Never ending.
>>> I noticed that some of my earth maps go back to 98 (when I downloaded
>>> them) and the ones I normally use are from 2008. So I downloaded some of
>>> the Blue Marble ones. Now the Nautilus model does not fit in with the
>>> Earth . I will need to rework its textures.
>>>
>>>
>> I know. It is a difficult to resist temptation.
>>
>
> Not for me. I don't even bother.
> See a temptation and pick it up.
> And all day you'll have something to do.
>
> And I have a new PC which goes Varoom!
>
>
LOL Excellent!

Thomas


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From: Stephen
Subject: Re: Transparency maps
Date: 27 Nov 2014 07:58:55
Message: <5477200f$1@news.povray.org>
On 26/11/2014 18:54, Ive wrote:
> Am 26.11.2014 14:12, schrieb Stephen:
>> ... I was hoping that someone had devised a way to use the
>> greyscale value.
>>
>
>
Thanks, I posted an update in p.b.i in Thomas's thread.

> #declare PP_Claud = pigment{image_map{jpeg "my_cloud_map" map_type 1
> interpolate 2}}
>
>   sphere{ 0, 1.005
>     texture {
>       pigment_pattern{PP_Claud}
>       texture_map {
>        [0.00 texture {pigment{rgb 1 transmit 1} finish{diffuse 1}}]
>        [1.00 texture {pigment{rgb 1 transmit 0} finish{diffuse 1}}]
>       }
>     }
>   }
>
> ....where "my_cloud_map" is a grayscale, not a color palette image!
>
> and it might be a good idea to add the cloud texture to a slightly
> larger scaled sphere (than the planet) and not as top layered texture as
> you did.

Yes that is better.

> And you didn't ask for it but anyway: adding a specular map in pretty
> much the same way (giving highlights to the ocean covered area but not
> to the land mass) makes it even more realistic.

What do you know, it makes quite an improvement. The Greek Isles look 
very attractive at this time of year.


> With some scattering media atmosphere it gives something like this:
> http://news.povray.org/povray.binaries.images/thread/<4a056976@news.povray.org>
>
>
I don't want it to look that good. :-)


-- 

Regards
     Stephen


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