POV-Ray : Newsgroups : povray.newusers : Media - Dust in room Server Time
25 Dec 2024 01:31:15 EST (-0500)
  Media - Dust in room (Message 1 to 5 of 5)  
From: Admiral Justin
Subject: Media - Dust in room
Date: 15 Dec 2002 11:28:40
Message: <3dfcadb8@news.povray.org>
I have seen many of the pictures using media to simulate particulate 
matter in the air, like a sunbeam entering a dusty room, but I have not 
been able to reproduce that effect.

What happens is either I don't see any effect, or the entire scene 
becomes one giant gray mass.

I have read through the help files extensively, but still haven't been 
able to solve the problem.  Any help you could give would be appreaciated.


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From: gonzo
Subject: Re: Media - Dust in room
Date: 15 Dec 2002 15:30:04
Message: <web.3dfce56c2bf0a9619af8ec6b0@news.povray.org>
Admiral Justin wrote:
>I have seen many of the pictures using media to simulate particulate
>matter in the air, like a sunbeam entering a dusty room, but I have not
>been able to reproduce that effect.
>
>What happens is either I don't see any effect, or the entire scene
>becomes one giant gray mass.
>


Well, without knowing what you tried its hard to guess why it didn't work,
but for a scene like your example of a sunbeam in a dusty room, usually
there has to be something tomake the effect visible, i.e. an object that
casts a shadow in the sunbeam.

The effect is not the sunbeam or the media, its the shadows cast through it.


RG - if God had intended man to fly, we'd all have been born with FAA
certification


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From: Admiral Justin
Subject: Re: Media - Dust in room
Date: 15 Dec 2002 16:19:20
Message: <3dfcf1d8@news.povray.org>
gonzo wrote:
> Admiral Justin wrote:
> 
>>I have seen many of the pictures using media to simulate particulate
>>matter in the air, like a sunbeam entering a dusty room, but I have not
>>been able to reproduce that effect.
>>
>>What happens is either I don't see any effect, or the entire scene
>>becomes one giant gray mass.
>>
> 
> 
> 
> Well, without knowing what you tried its hard to guess why it didn't work,
> but for a scene like your example of a sunbeam in a dusty room, usually
> there has to be something tomake the effect visible, i.e. an object that
> casts a shadow in the sunbeam.
> 
> The effect is not the sunbeam or the media, its the shadows cast through it.
> 
> 
> RG - if God had intended man to fly, we'd all have been born with FAA
> certification
> 
> 
Well, in trying to use an outside light source, through a window with 
wood in the glass, this occurs.  I have a completely self-contained set 
of rooms in my scene (house) and various light sources, which are off 
while trying this.


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From: Marc-Hendrik Bremer
Subject: Re: Media - Dust in room
Date: 15 Dec 2002 17:06:01
Message: <3dfcfcc9@news.povray.org>
"Admiral Justin" <web### [at] admiraljustincom> schrieb im Newsbeitrag
news:3dfcadb8@news.povray.org...

> I have read through the help files extensively, but still haven't been
> able to solve the problem.  Any help you could give would be appreaciated.
>

Perhaps the sample scene \scenes\interior\media\media3.pov which is part of
the distribution can help. The other "media"-examples might help, too. If
this does not solve your problem, give us some code to have a look at.

Regards,

Marc-Hendrik


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From: Warp
Subject: Re: Media - Dust in room
Date: 16 Dec 2002 06:05:02
Message: <3dfdb35e@news.povray.org>
Admiral Justin <web### [at] admiraljustincom> wrote:
> What happens is either I don't see any effect, or the entire scene 
> becomes one giant gray mass.

  Hmm? I didn't have any problem in getting a good-looking scattering media
with a little trying:

camera { location <-9,1,-15> look_at 0 angle 55 }
background { rgb 1 }
light_source { <1000,600,-400>, 1 }
light_source { <0,4,-10>,.5 media_interaction off }

union
{ difference
  { box { -<10.5,5.5,16.5>, <10.5,5.5,7.5> }
    box { -<10,5,16>, <10,5,7> }
    box { <9.9, -1, -2.5>, <10.6, 4, 2.5> }
  }
  box { <10, -1, -.25>, <10.5, 4, .25> }
  box { <10, 1.25, -2.5>, <10.5, 1.75, 2.5> }
  pigment { rgb 1 }
}

box
{ <-10.1,-5.1,-2.6>, <10.1, 5.1, 7.1>
  hollow no_shadow
  pigment { rgbt 1 }
  interior
  { media
    { scattering { 1, .1 extinction .2 }
      samples 50,100
    }
  }
}


-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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