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From: Sven Littkowski
Subject: Re: Wanted: Air and Water
Date: 13 Feb 2016 23:48:18
Message: <56c00712$1@news.povray.org>
Thanks, another source of errors fixed. :-)

-------------------------------

On 13.02.2016 16:18, Alain wrote:
> An ior of 1.3 for the air? It's air, not water.
> A correct ior here would be around 1.000001... Beter off leaving the ior
> totaly out for the air.


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From: Thomas de Groot
Subject: Re: Wanted: Air and Water
Date: 14 Feb 2016 02:55:00
Message: <56c032d4$1@news.povray.org>
On 14-2-2016 5:47, Sven Littkowski wrote:
> Thanks, Alan.
>
> Yes, the strength of the light must have been the problem: I tried
> scattering, but got only a black screen.

If you get a black screen (or a white screen for that matter) it is 
because your scattering vector value is out of range, either too high or 
too low. You need to experiment with that too. The intensity of the 
light source inside the media may also play an important role.

Important note! Always (repeat: Always) scale your media object and the 
inverse scattering vector proportionally (as I showed you in my example).

In one word: experiment, experiment, experiment (3 words now) :-)

-- 
Thomas


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From: Sven Littkowski
Subject: Re: Wanted: Air and Water
Date: 14 Feb 2016 08:51:18
Message: <56c08656@news.povray.org>
I am, actually, getting a very different problem now, when trying to use
a scattering effect:

"Fetal Error in Renderer: A POV-Ray internal nesting limit was reached."

What part of my code could cause that?

----------------------------------

#if(IlluminationType="Lights")
 #declare LightDistance = -253.1;
 #declare LightWidth = 50.0;
 #declare MyRadius = 5;
 #declare MyTightness = 50;
 #declare MyFalloff = 80;
 #declare MyLightMultiplicator = 0.007 * 1000.0;
 #declare LightSectionHalf = union
 {
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
spotlight point_at < 000.0, -1500.0, 0.0 > radius 10 tightness 10
falloff 20 rotate < 0.0, 0.0,  2.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
spotlight point_at < 050.0, -1350.0, 0.0 > radius 10 tightness 10
falloff 20 rotate < 0.0, 0.0,  2.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
spotlight point_at < 100.0, -0950.0, 0.0 > radius 10 tightness 10
falloff 20 rotate < 0.0, 0.0,  2.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
spotlight point_at < 150.0, -0700.0, 0.0 > radius 10 tightness 10
falloff 20 rotate < 0.0, 0.0,  2.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
spotlight point_at < 175.0, -0600.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0,  5.0 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.88627,
0.50196 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
spotlight point_at < 200.0, -0550.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0,  7.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.69412,
0.28235 > * MyLightMultiplicator*04 fade_power 2 fade_distance 100.0
spotlight point_at < 225.0, -0500.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 10.0 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 0.99608, 0.35686,
0.08627 > * MyLightMultiplicator*04 fade_power 2 fade_distance 100.0
spotlight point_at < 250.0, -0450.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 12.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 0.76863, 0.27059,
0.05882 > * MyLightMultiplicator*04 fade_power 2 fade_distance 100.0
spotlight point_at < 275.0, -0400.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 15.0 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 0.54902, 0.10980,
0.10980 > * MyLightMultiplicator*03 fade_power 2 fade_distance 100.0
spotlight point_at < 300.0, -0350.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 17.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 0.43922, 0.09412,
0.16078 > * MyLightMultiplicator*03 fade_power 2 fade_distance 100.0
spotlight point_at < 325.0, -0300.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 20.0 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 0.31373, 0.07843,
0.14902 > * MyLightMultiplicator*02 fade_power 2 fade_distance 100.0
spotlight point_at < 350.0, -0250.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 22.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 0.15294, 0.04706,
0.10588 > * MyLightMultiplicator*02 fade_power 2 fade_distance 100.0
spotlight point_at < 375.0, -0200.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 25.0 > }
 }
#end

#if(IlluminationType="Lights")
 #declare LightSection = union
 {
  object { LightSectionHalf scale <  1.0, 1.0, 1.0 > }
  object { LightSectionHalf scale < -1.0, 1.0, 1.0 > }
 }
#end

#if(IlluminationType="Lights")
 #declare MyLight = union
 {
  #declare RundeLight = 50.0;
  #while(RundeLight<4950.0)
   object { LightSection  translate < 0.0, 0.0, RundeLight > }
   #declare RundeLight = RundeLight+50.0;
  #end
 }
#end

#declare MyAtmosphere = cylinder // Air
{
 < 0.0, 0.0,  0.0 > < 0.0, 0.0, 5000.0 > 1500.0
 pigment { rgbt < 1.0, 1.0, 1.0, 1.0 > }
 hollow
 interior
 {
  fade_colour < 0.4, 0.66, 0.9 >
  fade_distance 5000.0
  fade_power 1001
  media
  {
   emission 0.0005
   density
   {
    gradient y
    density_map
    {
     [ 0.0 rgb < 0.5, 0.7, 1.0 > * 0.1 ]
     [ 0.4 rgb < 0.5, 0.7, 1.0 > * 1.0 ]
     [ 0.5 rgb < 0.5, 0.7, 1.0 > * 1.0 ]
     [ 1.0 rgb < 0.0, 0.0, 0.0 > * 1.0 ]
    }
    translate < 0.0, -0.5, 0.0 >
    scale < 3000.0, 3000.0, 1.0 >
   }
   #if(IlluminationType="Lights")
    absorption 1000.0
    scattering
    {
     1
     < 0.5, 0.7, 1.0 >
     extinction 1.0
    }
   #end
  }
 }
}


----------------------------------

On 14.02.2016 02:54, Thomas de Groot wrote:
> On 14-2-2016 5:47, Sven Littkowski wrote:
> If you get a black screen (or a white screen for that matter) it is
> because your scattering vector value is out of range, either too high or
> too low. You need to experiment with that too. The intensity of the
> light source inside the media may also play an important role.
> 
> Important note! Always (repeat: Always) scale your media object and the
> inverse scattering vector proportionally (as I showed you in my example).
> 
> In one word: experiment, experiment, experiment (3 words now) :-)


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From: Stephen
Subject: Re: Wanted: Air and Water
Date: 14 Feb 2016 10:01:26
Message: <56c096c6@news.povray.org>
On 2/14/2016 1:51 PM, Sven Littkowski wrote:
> I am, actually, getting a very different problem now,

...

Which is why I use a modeller. Every line of code I write has to be 
debugged. :-(

I could not code my way out of a wet paper bag.

-- 

Regards
     Stephen


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From: Alain
Subject: Re: Wanted: Air and Water
Date: 14 Feb 2016 10:46:59
Message: <56c0a173$1@news.povray.org>
Le 16-02-14 08:51, Sven Littkowski a écrit :
> I am, actually, getting a very different problem now, when trying to use
> a scattering effect:
>
> "Fetal Error in Renderer: A POV-Ray internal nesting limit was reached."
>
> What part of my code could cause that?
>
> ----------------------------------
>
> #if(IlluminationType="Lights")
>   #declare LightDistance = -253.1;
>   #declare LightWidth = 50.0;
>   #declare MyRadius = 5;
>   #declare MyTightness = 50;
>   #declare MyFalloff = 80;
>   #declare MyLightMultiplicator = 0.007 * 1000.0;
>   #declare LightSectionHalf = union
>   {
>    light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
> 0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
> spotlight point_at < 000.0, -1500.0, 0.0 > radius 10 tightness 10
> falloff 20 rotate < 0.0, 0.0,  2.5 > }
>    light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
> 0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
> spotlight point_at < 050.0, -1350.0, 0.0 > radius 10 tightness 10
> falloff 20 rotate < 0.0, 0.0,  2.5 > }
>    light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
> 0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
> spotlight point_at < 100.0, -0950.0, 0.0 > radius 10 tightness 10
> falloff 20 rotate < 0.0, 0.0,  2.5 > }
>    light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
> 0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
> spotlight point_at < 150.0, -0700.0, 0.0 > radius 10 tightness 10
> falloff 20 rotate < 0.0, 0.0,  2.5 > }
>    light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
> 0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
> spotlight point_at < 175.0, -0600.0, 0.0 > radius MyRadius tightness
> MyTightness falloff MyFalloff rotate < 0.0, 0.0,  5.0 > }
>    light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.88627,
> 0.50196 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
> spotlight point_at < 200.0, -0550.0, 0.0 > radius MyRadius tightness
> MyTightness falloff MyFalloff rotate < 0.0, 0.0,  7.5 > }
>    light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.69412,
> 0.28235 > * MyLightMultiplicator*04 fade_power 2 fade_distance 100.0
> spotlight point_at < 225.0, -0500.0, 0.0 > radius MyRadius tightness
> MyTightness falloff MyFalloff rotate < 0.0, 0.0, 10.0 > }
>    light_source { < 0.0, LightDistance, 0.0 > rgb < 0.99608, 0.35686,
> 0.08627 > * MyLightMultiplicator*04 fade_power 2 fade_distance 100.0
> spotlight point_at < 250.0, -0450.0, 0.0 > radius MyRadius tightness
> MyTightness falloff MyFalloff rotate < 0.0, 0.0, 12.5 > }
>    light_source { < 0.0, LightDistance, 0.0 > rgb < 0.76863, 0.27059,
> 0.05882 > * MyLightMultiplicator*04 fade_power 2 fade_distance 100.0
> spotlight point_at < 275.0, -0400.0, 0.0 > radius MyRadius tightness
> MyTightness falloff MyFalloff rotate < 0.0, 0.0, 15.0 > }
>    light_source { < 0.0, LightDistance, 0.0 > rgb < 0.54902, 0.10980,
> 0.10980 > * MyLightMultiplicator*03 fade_power 2 fade_distance 100.0
> spotlight point_at < 300.0, -0350.0, 0.0 > radius MyRadius tightness
> MyTightness falloff MyFalloff rotate < 0.0, 0.0, 17.5 > }
>    light_source { < 0.0, LightDistance, 0.0 > rgb < 0.43922, 0.09412,
> 0.16078 > * MyLightMultiplicator*03 fade_power 2 fade_distance 100.0
> spotlight point_at < 325.0, -0300.0, 0.0 > radius MyRadius tightness
> MyTightness falloff MyFalloff rotate < 0.0, 0.0, 20.0 > }
>    light_source { < 0.0, LightDistance, 0.0 > rgb < 0.31373, 0.07843,
> 0.14902 > * MyLightMultiplicator*02 fade_power 2 fade_distance 100.0
> spotlight point_at < 350.0, -0250.0, 0.0 > radius MyRadius tightness
> MyTightness falloff MyFalloff rotate < 0.0, 0.0, 22.5 > }
>    light_source { < 0.0, LightDistance, 0.0 > rgb < 0.15294, 0.04706,
> 0.10588 > * MyLightMultiplicator*02 fade_power 2 fade_distance 100.0
> spotlight point_at < 375.0, -0200.0, 0.0 > radius MyRadius tightness
> MyTightness falloff MyFalloff rotate < 0.0, 0.0, 25.0 > }
>   }
> #end
>

Maybe you have to many light interacting with the media.

Use only a single or a few, long and very narrow, area_light using 
area_illumination. If using a few lights, don't go over 4 or 5 TOTAL.
Use something like this for the area_light parameters:

area_light HabitatLength*z, AxleRadius*x*0.7, 257, 33 adaptive 0 
area_illumination

adaptive 0 turn on the adaptive sampling starting with only the 4 
cormers and will subdivide as needed in the penumbrae.
adaptive 1 will start with the corners plus the mid point in each 
directions, for a total of 9 initial samples.

Don't use spotlight but rely on the edges of the cylinder's window to 
limit the area of illumination.

cylinder{0, HabitatLength*z, AxleRadius
  pigment{radial
   color_map{[0 rgb 0.5][0.05 rgbf<0.8, 0.5, 0.2, 1>][0.1 rgbf 1]
   [0.4 rgbf 1][0.45 rgbf<1, 0.7, 0.5, 1>][0.5 rgb 0.5]}
  rotate 180*z}
}



Alain


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From: Sven Littkowski
Subject: Re: Wanted: Air and Water
Date: 14 Feb 2016 15:03:37
Message: <56c0dd99$1@news.povray.org>
Okay, I will give a try. Thanks a lot.

Should I use "looks_like" or "projected_through" for the cylinder (see
below (quote)?

On 14.02.2016 10:47, Alain wrote:
> cylinder{0, HabitatLength*z, AxleRadius
>  pigment{radial
>   color_map{[0 rgb 0.5][0.05 rgbf<0.8, 0.5, 0.2, 1>][0.1 rgbf 1]
>   [0.4 rgbf 1][0.45 rgbf<1, 0.7, 0.5, 1>][0.5 rgb 0.5]}
>  rotate 180*z}
> }


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From: clipka
Subject: Re: Wanted: Air and Water
Date: 14 Feb 2016 15:05:50
Message: <56c0de1e$1@news.povray.org>
Am 14.02.2016 um 14:51 schrieb Sven Littkowski:
> I am, actually, getting a very different problem now, when trying to use
> a scattering effect:
> 
> "Fetal Error in Renderer: A POV-Ray internal nesting limit was reached."
> 
> What part of my code could cause that?

This message indicates that any one of the following limits was reached:

- 256 media statements relevant at any point in space.

- 256 media intervals (between two object surfaces?).

- 512 lit media intervals (between two object surfaces ?).

- (256 light sources used with media *).

- A limit of 512 overlapping textured elements at any point in space in
a blob or a CSG union, merge or intersection.

- 1024 light sources used with media and/or photons.


(? At present I'm not exactly sure how these limits work.)

(* This limit is only relevant with some alternative code that is
currently disabled.)


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From: Alain
Subject: Re: Wanted: Air and Water
Date: 14 Feb 2016 15:25:06
Message: <56c0e2a2$1@news.povray.org>
Le 16-02-14 15:03, Sven Littkowski a écrit :
> Okay, I will give a try. Thanks a lot.
>
> Should I use "looks_like" or "projected_through" for the cylinder (see
> below (quote)?
>
> On 14.02.2016 10:47, Alain wrote:
>> cylinder{0, HabitatLength*z, AxleRadius
>>   pigment{radial
>>    color_map{[0 rgb 0.5][0.05 rgbf<0.8, 0.5, 0.2, 1>][0.1 rgbf 1]
>>    [0.4 rgbf 1][0.45 rgbf<1, 0.7, 0.5, 1>][0.5 rgb 0.5]}
>>   rotate 180*z}
>> }

You want the cylinder to cast shadows, so, looks_like can't be used. 
looks_like have an implied no_shadow.

projected_through can be seen as an "anti-shadow" thing. Also, it's 
supposed to totaly ignore any pigment and textures and is never visible. 
So, it's not what you need.

No, just a plain cylinder with a pattern that is partly transparent in 
the direction where you want the light to shine through and opaque on 
the "night" side.

You may want to add some shiny or luminous texture on the inside. You do 
that using interior_texture after the normal texture.


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From: Sven Littkowski
Subject: Re: Wanted: Air and Water
Date: 14 Feb 2016 19:32:26
Message: <56c11c9a$1@news.povray.org>
I use 2,000 light sources or so, the last condition might be the one
that applies.  What would happen, if POV-Ray would have higher limits?
Which development file(s) contain these limits? Thanks.

On 14.02.2016 15:04, clipka wrote:
>> What part of my code could cause that?
> 
> This message indicates that any one of the following limits was reached:
> 
> - 256 media statements relevant at any point in space.
> 
> - 256 media intervals (between two object surfaces?).
> 
> - 512 lit media intervals (between two object surfaces ?).
> 
> - (256 light sources used with media *).
> 
> - A limit of 512 overlapping textured elements at any point in space in
> a blob or a CSG union, merge or intersection.
> 
> - 1024 light sources used with media and/or photons.
> 
> 
> (? At present I'm not exactly sure how these limits work.)
> 
> (* This limit is only relevant with some alternative code that is
> currently disabled.)
>


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From: clipka
Subject: Re: Wanted: Air and Water
Date: 14 Feb 2016 22:58:42
Message: <56c14cf2$1@news.povray.org>
Am 15.02.2016 um 01:32 schrieb Sven Littkowski:
> I use 2,000 light sources or so, the last condition might be the one
> that applies.  What would happen, if POV-Ray would have higher limits?
> Which development file(s) contain these limits? Thanks.

In the current versions that would be LIGHTSOURCE_VECTOR_SIZE in
source/core/configcore.h.

The only adverse effect would be higher memory consumption and possibly
slightly degraded performance.

The reason why these limits are there in the first place is simply
because, for the sake of performance, the respective data structures
need to be of /some/ fixed size.


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