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From: Phil Cook
Subject: Re: I Need Help With Media (small sample image)
Date: 21 May 2004 05:41:36
Message: <opr8cft40op4ukzs@news.povray.org>
On Fri, 21 May 2004 00:27:24 EDT, Danny <danzaetz> wrote:

<snip>
> I still can't figure out how to get rid of the images on the surface of 
> the
> laser.  Please help.
>

Have you thought about doing it as a cylinder light_source, slower but it 
might solve your problem:

//code
union{
cylinder{0,x*100, 1 hollow
pigment {rgbt 1}
interior{
media{
scattering{3,1}
density{
cylindrical rotate 90*z
color_map{
[0 rgb 0]

[0.5 red 3]
[0.9 rgb 5]

[1 rgb 10]}
}
}
}
scale <1,.2,.2>
}

light_source{0 rgb 10 cylinder point_at x*100}
translate<-50,0,10>
}
//end code

This is done with a non-defined camera so you'll need to tweak the 
intensities and translate to get it to look right.

HTH

--
Phil Cook
-- 
All thoughts and comments are my own unless otherwise stated and I am 
happy to be proven wrong.


Post a reply to this message

From: Danny
Subject: Re: I Need Help With Media (small sample image)
Date: 21 May 2004 16:25:00
Message: <web.40ae64ea865d73e4ffb015460@news.povray.org>
Phil Cook <phi### [at] nospamdeckingdealscouk> wrote:
> On Fri, 21 May 2004 00:27:24 EDT, Danny <danzaetz> wrote:
>
> <snip>
> > I still can't figure out how to get rid of the images on the surface of
> > the
> > laser.  Please help.
> >
>
> Have you thought about doing it as a cylinder light_source, slower but it
> might solve your problem:
>
> //code
> union{
> cylinder{0,x*100, 1 hollow
> pigment {rgbt 1}
> interior{
> media{
> scattering{3,1}
> density{
> cylindrical rotate 90*z
> color_map{
> [0 rgb 0]
>
> [0.5 red 3]
> [0.9 rgb 5]
>
> [1 rgb 10]}
> }
> }
> }
> scale <1,.2,.2>
> }
>
> light_source{0 rgb 10 cylinder point_at x*100}
> translate<-50,0,10>
> }
> //end code
>
> This is done with a non-defined camera so you'll need to tweak the
> intensities and translate to get it to look right.
>
> HTH
>
> --
> Phil Cook
> --
> All thoughts and comments are my own unless otherwise stated and I am
> happy to be proven wrong.

Is this cylinder light_source supposed to produce a visible light beam that
can be seen outside where it's pointing at, or is it more like a laser pen
that produces a dot on the surface it's aimed at? I tried it along with
scattering and it did nothing to get rid of the images.
Also, in order to round off the ends of my laser beam, I put some
half-spheres on either end, both filled with the same media, except the
density is spherical instead of cylindrical.  For some reason, this created
tons more problems.  When you look at the half-spheres perpendicularly,
there's no problem, but when you look at them obliquely, you get very odd
results, such as grey rings, spots, etc.  Here's what I'm doing:

 #default {
   texture {
  pigment {Grey}
    finish {
     diffuse 0.6
      ior 1.5
      ambient 0.300000
      phong 0.5
      phong_size 50
}
}}


camera {
  location <0,0.5,2>
  look_at <0,0.5,0>
}

background {color rgb <0,0,0>}

light_source {
  <-1000.000000,1000.000000,1000.000000>       //  x=-1000,y=1000,z=1000
  color rgb <1.0000,1.0000,1.0000>
           }

#declare clock1=1;

union{
cylinder{<0,2*clock1,0>,<0,0,0>, 1                 //the laser, top right
from front
         texture {
    pigment { color rgbt 1}}
       interior{media{emission rgb 1
       density{ cylindrical
       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
16][1 rgb 30]} //[0 rgb 0][0.02 rgb <0.004,0,0>][0.5 rgb<4,0,0>][0.96 rgb
5][1 rgb 10]
       }}}
       hollow
       scale<0.1, 1, 0.1>
       }
difference{
sphere{<0,0,0>, 1
         texture {
    pigment { color rgbt 1}}
       interior{media{emission rgb 1
       scattering{3,1}
       density{ spherical
       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
16][1 rgb 30]}
       }}}
       hollow
       scale<0.1, 0.1, 0.1>
       translate <0,2*clock1,0>
       }
cylinder{<0,2*clock1,0>,<0,0,0>,5}
       }
difference{
sphere{<0,0,0>, 1
         texture {
    pigment { color rgbt 1}}
       interior{media{emission rgb 1
       density{ spherical
       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
16][1 rgb 30]}
       }}}
       hollow
       scale<0.1, 0.1, 0.1>
       }
cylinder{<0,5,0>,<0,0,0>,5}
        }
light_source{0 rgb 10 cylinder point_at y*2}
}

sphere{<.2,.5,-.5>,0.1}


Try running this and you'll see the image of the sphere on the laser.
You'll also see the grey ring where the laser cylinder and the laser
half-sphere meet(try looking at that location perpendicularly and the grey
ring disappears).
You can also see a small white dot on the bottom half-sphere, which is also
an image of the grey sphere.  I have a background of stars, and so the ends
of my laser end up looking speckled.  How can I make all those images and
grey rings go away?


Post a reply to this message

From: Alain
Subject: Re: I Need Help With Media (small sample image)
Date: 21 May 2004 23:20:12
Message: <40aec6ec@news.povray.org>
Danny nous apporta ses lumieres ainsi en ce 2004/05/21 16:22... :

> <snip>
>
>
>Is this cylinder light_source supposed to produce a visible light beam that
>can be seen outside where it's pointing at, or is it more like a laser pen
>that produces a dot on the surface it's aimed at? I tried it along with
>scattering and it did nothing to get rid of the images.
>Also, in order to round off the ends of my laser beam, I put some
>half-spheres on either end, both filled with the same media, except the
>density is spherical instead of cylindrical.  For some reason, this created
>tons more problems.  When you look at the half-spheres perpendicularly,
>there's no problem, but when you look at them obliquely, you get very odd
>results, such as grey rings, spots, etc.  Here's what I'm doing:
>
>  
>
Why do you use this default texture, it's the source of most of your 
problems

> #default {
>   texture {
>  pigment {Grey}
>    finish {
>     diffuse 0.6
>      ior 1.5
>      ambient 0.300000
>      phong 0.5
>      phong_size 50
>}
>}}
>
>
>camera {
>  location <0,0.5,2>
>  look_at <0,0.5,0>
>}
>
>background {color rgb <0,0,0>}
>
>light_source {
>  <-1000.000000,1000.000000,1000.000000>       //  x=-1000,y=1000,z=1000
>  color rgb <1.0000,1.0000,1.0000>
>           }
>
>#declare clock1=1;
>
>union{
>cylinder{<0,2*clock1,0>,<0,0,0>, 1                 //the laser, top right
>from front
>         texture {
>    pigment { color rgbt 1}}
>       interior{media{emission rgb 1
>       density{ cylindrical
>       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
>16][1 rgb 30]} //[0 rgb 0][0.02 rgb <0.004,0,0>][0.5 rgb<4,0,0>][0.96 rgb
>5][1 rgb 10]
>       }}}
>       hollow
>       scale<0.1, 1, 0.1>
>       }
>  
>
removing this don't change anything in your cene

>difference{
>sphere{<0,0,0>, 1
>         texture {
>    pigment { color rgbt 1}}
>       interior{media{emission rgb 1
>       scattering{3,1}
>       density{ spherical
>       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
>16][1 rgb 30]}
>       }}}
>       hollow
>       scale<0.1, 0.1, 0.1>
>       translate <0,2*clock1,0>
>       }
>cylinder{<0,2*clock1,0>,<0,0,0>,5}
>       }
>  
>
-----------------------------------------------------------------

>difference{
>sphere{<0,0,0>, 1
>         texture {
>    pigment { color rgbt 1}}
>       interior{media{emission rgb 1
>       density{ spherical
>       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
>16][1 rgb 30]}
>       }}}
>       hollow
>       scale<0.1, 0.1, 0.1>
>       }
>cylinder{<0,5,0>,<0,0,0>,5}
>        }
>light_source{0 rgb 10 cylinder point_at y*2}
>}
>
>sphere{<.2,.5,-.5>,0.1}
>
>
>Try running this and you'll see the image of the sphere on the laser.
>  
>
Default ior applied to the cylinder

>You'll also see the grey ring where the laser cylinder and the laser
>half-sphere meet(try looking at that location perpendicularly and the grey
>ring disappears).
>  
>
Default texture applied to the substracting cylinder

>You can also see a small white dot on the bottom half-sphere, which is also
>an image of the grey sphere. 
>
Default texture's ior again

> I have a background of stars, and so the ends
>of my laser end up looking speckled.  How can I make all those images and
>grey rings go away?
>
>  
>
1- Remove the ior statement in your default. Thin add an ior to your 
cylinder, this is what cause the sphere to apears in your beam.
2- Use merge instead on an union. This will remove the internal surfaces.
3- Use difference{sphere{...}cylinder{...}texture{...}interior{...}}. 
That is, apply the texture and interior to the whole 
union/difference/intersection/merge. The cylinder get the default 
texture and apply it to where it intercect the sphere, giving you that 
gray circle.

Alain


Post a reply to this message

From: Phil Cook
Subject: Re: I Need Help With Media (small sample image)
Date: 24 May 2004 05:21:28
Message: <opr8hyvpvop4ukzs@news.povray.org>
On Fri, 21 May 2004 16:22:02 EDT, Danny <danzaetz> wrote:

> Phil Cook <phi### [at] nospamdeckingdealscouk> wrote:
>> On Fri, 21 May 2004 00:27:24 EDT, Danny <danzaetz> wrote:
<snip>

> Is this cylinder light_source supposed to produce a visible light beam 
> that
> can be seen outside where it's pointing at, or is it more like a laser 
> pen
> that produces a dot on the surface it's aimed at?

It constrains the light to within a cylinder so it won't illuminate 
anything that is not within it's path just like a laser pen,  so if you 
stick a media through it, it will show the path in the same way shining a 
laser pen through smoke will. All of the light_sources act in this way, 
they won't light up anything not in their path, the default point_light of 
course shines light in all directions. Take a look at spotlite.pov in the 
scenes/lights directory in fact have a look at most of that directory if 
you want to know more about lights

> I tried it along with
> scattering and it did nothing to get rid of the images.
> Also, in order to round off the ends of my laser beam, I put some
> half-spheres on either end, both filled with the same media, except the
> density is spherical instead of cylindrical.  For some reason, this 
> created
> tons more problems.  When you look at the half-spheres perpendicularly,
> there's no problem, but when you look at them obliquely, you get very odd
> results, such as grey rings, spots, etc.  Here's what I'm doing:

<snip>

I think Alain has answered this one.

--
Phil Cook

-- 
All thoughts and comments are my own unless otherwise stated and I am 
happy to be proven wrong.


Post a reply to this message

From: Danny
Subject: Re: I Need Help With Media (small sample image)
Date: 27 May 2004 23:05:01
Message: <web.40b6ac4e865d73e4ffb015460@news.povray.org>
Alain <aze### [at] qwertygov> wrote:
> Danny nous apporta ses lumieres ainsi en ce 2004/05/21 16:22... :
>
> > <snip>
> >
> >
> >Is this cylinder light_source supposed to produce a visible light beam that
> >can be seen outside where it's pointing at, or is it more like a laser pen
> >that produces a dot on the surface it's aimed at? I tried it along with
> >scattering and it did nothing to get rid of the images.
> >Also, in order to round off the ends of my laser beam, I put some
> >half-spheres on either end, both filled with the same media, except the
> >density is spherical instead of cylindrical.  For some reason, this created
> >tons more problems.  When you look at the half-spheres perpendicularly,
> >there's no problem, but when you look at them obliquely, you get very odd
> >results, such as grey rings, spots, etc.  Here's what I'm doing:
> >
> >
> >
> Why do you use this default texture, it's the source of most of your
> problems
>
> > #default {
> >   texture {
> >  pigment {Grey}
> >    finish {
> >     diffuse 0.6
> >      ior 1.5
> >      ambient 0.300000
> >      phong 0.5
> >      phong_size 50
> >}
> >}}
> >
> >
> >camera {
> >  location <0,0.5,2>
> >  look_at <0,0.5,0>
> >}
> >
> >background {color rgb <0,0,0>}
> >
> >light_source {
> >  <-1000.000000,1000.000000,1000.000000>       //  x=-1000,y=1000,z=1000
> >  color rgb <1.0000,1.0000,1.0000>
> >           }
> >
> >#declare clock1=1;
> >
> >union{
> >cylinder{<0,2*clock1,0>,<0,0,0>, 1                 //the laser, top right
> >from front
> >         texture {
> >    pigment { color rgbt 1}}
> >       interior{media{emission rgb 1
> >       density{ cylindrical
> >       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
> >16][1 rgb 30]} //[0 rgb 0][0.02 rgb <0.004,0,0>][0.5 rgb<4,0,0>][0.96 rgb
> >5][1 rgb 10]
> >       }}}
> >       hollow
> >       scale<0.1, 1, 0.1>
> >       }
> >
> >
> removing this don't change anything in your cene
>
> >difference{
> >sphere{<0,0,0>, 1
> >         texture {
> >    pigment { color rgbt 1}}
> >       interior{media{emission rgb 1
> >       scattering{3,1}
> >       density{ spherical
> >       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
> >16][1 rgb 30]}
> >       }}}
> >       hollow
> >       scale<0.1, 0.1, 0.1>
> >       translate <0,2*clock1,0>
> >       }
> >cylinder{<0,2*clock1,0>,<0,0,0>,5}
> >       }
> >
> >
> -----------------------------------------------------------------
>
> >difference{
> >sphere{<0,0,0>, 1
> >         texture {
> >    pigment { color rgbt 1}}
> >       interior{media{emission rgb 1
> >       density{ spherical
> >       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
> >16][1 rgb 30]}
> >       }}}
> >       hollow
> >       scale<0.1, 0.1, 0.1>
> >       }
> >cylinder{<0,5,0>,<0,0,0>,5}
> >        }
> >light_source{0 rgb 10 cylinder point_at y*2}
> >}
> >
> >sphere{<.2,.5,-.5>,0.1}
> >
> >
> >Try running this and you'll see the image of the sphere on the laser.
> >
> >
> Default ior applied to the cylinder
>
> >You'll also see the grey ring where the laser cylinder and the laser
> >half-sphere meet(try looking at that location perpendicularly and the grey
> >ring disappears).
> >
> >
> Default texture applied to the substracting cylinder
>
> >You can also see a small white dot on the bottom half-sphere, which is also
> >an image of the grey sphere.
> >
> Default texture's ior again
>
> > I have a background of stars, and so the ends
> >of my laser end up looking speckled.  How can I make all those images and
> >grey rings go away?
> >
> >
> >
> 1- Remove the ior statement in your default. Thin add an ior to your
> cylinder, this is what cause the sphere to apears in your beam.
> 2- Use merge instead on an union. This will remove the internal surfaces.
> 3- Use difference{sphere{...}cylinder{...}texture{...}interior{...}}.
> That is, apply the texture and interior to the whole
> union/difference/intersection/merge. The cylinder get the default
> texture and apply it to where it intercect the sphere, giving you that
> gray circle.
>
> Alain


Thanks, Alain, all the images on the laser are gone now that ior has been
deleted. It also helped by making the outer edge fuzzier.  However, I'm
still having problems with the grey circle. This time, instead of a grey
circle, there's a disk that matches the color of the media (white in the
middle, red on the outside), but a little wider than the laser so it
doesn't match up (probably b/c removing the ior also seemed to shrink the
laser's width a little). Is this what you wanted me to do:

merge{
cylinder{<0,2*clock1,0>,<0,0,0>, 1                 //the laser, top right
         texture {
    pigment { color rgbt 1}}
       interior{media{emission rgb 1
       density{ cylindrical
       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
16][1 rgb 30]}
       }}}
       hollow
       scale<0.1, 1, 0.1>
       }

difference{
sphere{<0,0,0>, 1}
cylinder{<0,5,0>,<0,0,0>,5}

         texture {
    pigment { color rgbt 1}}
       interior{media{emission rgb 1
       density{ spherical
       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
16][1 rgb 30]}
       }}}
       hollow
       scale<0.1, 0.1, 0.1>
          }
}


Post a reply to this message

From: Alain
Subject: Re: I Need Help With Media (small sample image)
Date: 28 May 2004 20:10:32
Message: <40b7d4f8$1@news.povray.org>
Danny nous apporta ses lumieres ainsi en ce 2004/05/27 23:04... :

>Alain <aze### [at] qwertygov> wrote:
>  
>
>>Danny nous apporta ses lumieres ainsi en ce 2004/05/21 16:22... :
>>
>>    
>>
>>><snip>
>>>
>>>
>>>Is this cylinder light_source supposed to produce a visible light beam that
>>>can be seen outside where it's pointing at, or is it more like a laser pen
>>>that produces a dot on the surface it's aimed at? I tried it along with
>>>scattering and it did nothing to get rid of the images.
>>>Also, in order to round off the ends of my laser beam, I put some
>>>half-spheres on either end, both filled with the same media, except the
>>>density is spherical instead of cylindrical.  For some reason, this created
>>>tons more problems.  When you look at the half-spheres perpendicularly,
>>>there's no problem, but when you look at them obliquely, you get very odd
>>>results, such as grey rings, spots, etc.  Here's what I'm doing:
>>>
>>>
>>>
>>>      
>>>
>>Why do you use this default texture, it's the source of most of your
>>problems
>>
>>    
>>
>>>#default {
>>>  texture {
>>> pigment {Grey}
>>>   finish {
>>>    diffuse 0.6
>>>     ior 1.5
>>>     ambient 0.300000
>>>     phong 0.5
>>>     phong_size 50
>>>}
>>>}}
>>>
>>>
>>>camera {
>>> location <0,0.5,2>
>>> look_at <0,0.5,0>
>>>}
>>>
>>>background {color rgb <0,0,0>}
>>>
>>>light_source {
>>> <-1000.000000,1000.000000,1000.000000>       //  x=-1000,y=1000,z=1000
>>> color rgb <1.0000,1.0000,1.0000>
>>>          }
>>>
>>>#declare clock1=1;
>>>
>>>union{
>>>cylinder{<0,2*clock1,0>,<0,0,0>, 1                 //the laser, top right
>>>      
>>>
>>>from front
>>    
>>
>>>        texture {
>>>   pigment { color rgbt 1}}
>>>      interior{media{emission rgb 1
>>>      density{ cylindrical
>>>      color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
>>>16][1 rgb 30]} //[0 rgb 0][0.02 rgb <0.004,0,0>][0.5 rgb<4,0,0>][0.96 rgb
>>>5][1 rgb 10]
>>>      }}}
>>>      hollow
>>>      scale<0.1, 1, 0.1>
>>>      }
>>>
>>>
>>>      
>>>
>>removing this don't change anything in your cene
>>
>>    
>>
>>>difference{
>>>sphere{<0,0,0>, 1
>>>        texture {
>>>   pigment { color rgbt 1}}
>>>      interior{media{emission rgb 1
>>>      scattering{3,1}
>>>      density{ spherical
>>>      color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
>>>16][1 rgb 30]}
>>>      }}}
>>>      hollow
>>>      scale<0.1, 0.1, 0.1>
>>>      translate <0,2*clock1,0>
>>>      }
>>>cylinder{<0,2*clock1,0>,<0,0,0>,5}
>>>      }
>>>
>>>
>>>      
>>>
>>-----------------------------------------------------------------
>>
>>    
>>
>>>difference{
>>>sphere{<0,0,0>, 1
>>>        texture {
>>>   pigment { color rgbt 1}}
>>>      interior{media{emission rgb 1
>>>      density{ spherical
>>>      color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
>>>16][1 rgb 30]}
>>>      }}}
>>>      hollow
>>>      scale<0.1, 0.1, 0.1>
>>>      }
>>>cylinder{<0,5,0>,<0,0,0>,5}
>>>       }
>>>light_source{0 rgb 10 cylinder point_at y*2}
>>>}
>>>
>>>sphere{<.2,.5,-.5>,0.1}
>>>
>>>
>>>Try running this and you'll see the image of the sphere on the laser.
>>>
>>>
>>>      
>>>
>>Default ior applied to the cylinder
>>
>>    
>>
>>>You'll also see the grey ring where the laser cylinder and the laser
>>>half-sphere meet(try looking at that location perpendicularly and the grey
>>>ring disappears).
>>>
>>>
>>>      
>>>
>>Default texture applied to the substracting cylinder
>>
>>    
>>
>>>You can also see a small white dot on the bottom half-sphere, which is also
>>>an image of the grey sphere.
>>>
>>>      
>>>
>>Default texture's ior again
>>
>>    
>>
>>>I have a background of stars, and so the ends
>>>of my laser end up looking speckled.  How can I make all those images and
>>>grey rings go away?
>>>
>>>
>>>
>>>      
>>>
>>1- Remove the ior statement in your default. Thin add an ior to your
>>cylinder, this is what cause the sphere to apears in your beam.
>>2- Use merge instead on an union. This will remove the internal surfaces.
>>3- Use difference{sphere{...}cylinder{...}texture{...}interior{...}}.
>>That is, apply the texture and interior to the whole
>>union/difference/intersection/merge. The cylinder get the default
>>texture and apply it to where it intercect the sphere, giving you that
>>gray circle.
>>
>>Alain
>>    
>>
>
>
>Thanks, Alain, all the images on the laser are gone now that ior has been
>deleted. It also helped by making the outer edge fuzzier.  However, I'm
>still having problems with the grey circle. This time, instead of a grey
>circle, there's a disk that matches the color of the media (white in the
>middle, red on the outside), but a little wider than the laser so it
>doesn't match up (probably b/c removing the ior also seemed to shrink the
>laser's width a little). Is this what you wanted me to do:
>
>merge{
>  
>
OK

>cylinder{<0,2*clock1,0>,<0,0,0>, 1                 //the laser, top right
>   //      texture {
>   // pigment { color rgbt 1}}
>       interior{media{emission rgb 1
>       density{ cylindrical
>       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
>16][1 rgb 30]}
>       }}}
>       hollow
>       scale<0.1, 1, 0.1>
>       }
>
>difference{
>sphere{<0,0,0>, 1}
>cylinder{<0,5,0>,<0,0,0>,5}
>  
>
Why is it so large? cylinder{<0,1.1,0>,<0,0,0>,1.1} is large enough
center your sphere and cylinder about <0,0.000001,0> is better, remove 
coincidence surfaces.

>   //      texture {
>   // pigment { color rgbt 1}}
>       interior{media{emission rgb 1
>       density{ spherical
>       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
>16][1 rgb 30]}
>       }}}
>       hollow
>       scale<0.1, 0.1, 0.1>
>          }
>  
>
    texture{pigment{rgbt 1}finish{ambient 0 diffuse 0}}// apply texture 
once to whole merge

>}
>
Now, I don't see a discontinuity, as long as I stay with a point of view 
close to perpendiculat near the base, even zooming in, smooth trensition.

Alain


Post a reply to this message

From: Danny
Subject: Re: I Need Help With Media (small sample image)
Date: 2 Jun 2004 19:05:00
Message: <web.40be5c7d865d73e4ffb015460@news.povray.org>
Alain <aze### [at] qwertygov> wrote:
> Danny nous apporta ses lumieres ainsi en ce 2004/05/27 23:04... :
>
> >Alain <aze### [at] qwertygov> wrote:
> >
> >
> >>Danny nous apporta ses lumieres ainsi en ce 2004/05/21 16:22... :
> >>
> >>
> >>
> >>><snip>
> >>>
> >>>
> >>>Is this cylinder light_source supposed to produce a visible light beam that
> >>>can be seen outside where it's pointing at, or is it more like a laser pen
> >>>that produces a dot on the surface it's aimed at? I tried it along with
> >>>scattering and it did nothing to get rid of the images.
> >>>Also, in order to round off the ends of my laser beam, I put some
> >>>half-spheres on either end, both filled with the same media, except the
> >>>density is spherical instead of cylindrical.  For some reason, this created
> >>>tons more problems.  When you look at the half-spheres perpendicularly,
> >>>there's no problem, but when you look at them obliquely, you get very odd
> >>>results, such as grey rings, spots, etc.  Here's what I'm doing:
> >>>
> >>>
> >>>
> >>>
> >>>
> >>Why do you use this default texture, it's the source of most of your
> >>problems
> >>
> >>
> >>
> >>>#default {
> >>>  texture {
> >>> pigment {Grey}
> >>>   finish {
> >>>    diffuse 0.6
> >>>     ior 1.5
> >>>     ambient 0.300000
> >>>     phong 0.5
> >>>     phong_size 50
> >>>}
> >>>}}
> >>>
> >>>
> >>>camera {
> >>> location <0,0.5,2>
> >>> look_at <0,0.5,0>
> >>>}
> >>>
> >>>background {color rgb <0,0,0>}
> >>>
> >>>light_source {
> >>> <-1000.000000,1000.000000,1000.000000>       //  x=-1000,y=1000,z=1000
> >>> color rgb <1.0000,1.0000,1.0000>
> >>>          }
> >>>
> >>>#declare clock1=1;
> >>>
> >>>union{
> >>>cylinder{<0,2*clock1,0>,<0,0,0>, 1                 //the laser, top right
> >>>
> >>>
> >>>from front
> >>
> >>
> >>>        texture {
> >>>   pigment { color rgbt 1}}
> >>>      interior{media{emission rgb 1
> >>>      density{ cylindrical
> >>>      color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
> >>>16][1 rgb 30]} //[0 rgb 0][0.02 rgb <0.004,0,0>][0.5 rgb<4,0,0>][0.96 rgb
> >>>5][1 rgb 10]
> >>>      }}}
> >>>      hollow
> >>>      scale<0.1, 1, 0.1>
> >>>      }
> >>>
> >>>
> >>>
> >>>
> >>removing this don't change anything in your cene
> >>
> >>
> >>
> >>>difference{
> >>>sphere{<0,0,0>, 1
> >>>        texture {
> >>>   pigment { color rgbt 1}}
> >>>      interior{media{emission rgb 1
> >>>      scattering{3,1}
> >>>      density{ spherical
> >>>      color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
> >>>16][1 rgb 30]}
> >>>      }}}
> >>>      hollow
> >>>      scale<0.1, 0.1, 0.1>
> >>>      translate <0,2*clock1,0>
> >>>      }
> >>>cylinder{<0,2*clock1,0>,<0,0,0>,5}
> >>>      }
> >>>
> >>>
> >>>
> >>>
> >>-----------------------------------------------------------------
> >>
> >>
> >>
> >>>difference{
> >>>sphere{<0,0,0>, 1
> >>>        texture {
> >>>   pigment { color rgbt 1}}
> >>>      interior{media{emission rgb 1
> >>>      density{ spherical
> >>>      color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
> >>>16][1 rgb 30]}
> >>>      }}}
> >>>      hollow
> >>>      scale<0.1, 0.1, 0.1>
> >>>      }
> >>>cylinder{<0,5,0>,<0,0,0>,5}
> >>>       }
> >>>light_source{0 rgb 10 cylinder point_at y*2}
> >>>}
> >>>
> >>>sphere{<.2,.5,-.5>,0.1}
> >>>
> >>>
> >>>Try running this and you'll see the image of the sphere on the laser.
> >>>
> >>>
> >>>
> >>>
> >>Default ior applied to the cylinder
> >>
> >>
> >>
> >>>You'll also see the grey ring where the laser cylinder and the laser
> >>>half-sphere meet(try looking at that location perpendicularly and the grey
> >>>ring disappears).
> >>>
> >>>
> >>>
> >>>
> >>Default texture applied to the substracting cylinder
> >>
> >>
> >>
> >>>You can also see a small white dot on the bottom half-sphere, which is also
> >>>an image of the grey sphere.
> >>>
> >>>
> >>>
> >>Default texture's ior again
> >>
> >>
> >>
> >>>I have a background of stars, and so the ends
> >>>of my laser end up looking speckled.  How can I make all those images and
> >>>grey rings go away?
> >>>
> >>>
> >>>
> >>>
> >>>
> >>1- Remove the ior statement in your default. Thin add an ior to your
> >>cylinder, this is what cause the sphere to apears in your beam.
> >>2- Use merge instead on an union. This will remove the internal surfaces.
> >>3- Use difference{sphere{...}cylinder{...}texture{...}interior{...}}.
> >>That is, apply the texture and interior to the whole
> >>union/difference/intersection/merge. The cylinder get the default
> >>texture and apply it to where it intercect the sphere, giving you that
> >>gray circle.
> >>
> >>Alain
> >>
> >>
> >
> >
> >Thanks, Alain, all the images on the laser are gone now that ior has been
> >deleted. It also helped by making the outer edge fuzzier.  However, I'm
> >still having problems with the grey circle. This time, instead of a grey
> >circle, there's a disk that matches the color of the media (white in the
> >middle, red on the outside), but a little wider than the laser so it
> >doesn't match up (probably b/c removing the ior also seemed to shrink the
> >laser's width a little). Is this what you wanted me to do:
> >
> >merge{
> >
> >
> OK
>
> >cylinder{<0,2*clock1,0>,<0,0,0>, 1                 //the laser, top right
> >   //      texture {
> >   // pigment { color rgbt 1}}
> >       interior{media{emission rgb 1
> >       density{ cylindrical
> >       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
> >16][1 rgb 30]}
> >       }}}
> >       hollow
> >       scale<0.1, 1, 0.1>
> >       }
> >
> >difference{
> >sphere{<0,0,0>, 1}
> >cylinder{<0,5,0>,<0,0,0>,5}
> >
> >
> Why is it so large? cylinder{<0,1.1,0>,<0,0,0>,1.1} is large enough
> center your sphere and cylinder about <0,0.000001,0> is better, remove
> coincidence surfaces.
>
> >   //      texture {
> >   // pigment { color rgbt 1}}
> >       interior{media{emission rgb 1
> >       density{ spherical
> >       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
> >16][1 rgb 30]}
> >       }}}
> >       hollow
> >       scale<0.1, 0.1, 0.1>
> >          }
> >
> >
>     texture{pigment{rgbt 1}finish{ambient 0 diffuse 0}}// apply texture
> once to whole merge
>
> >}
> >
> Now, I don't see a discontinuity, as long as I stay with a point of view
> close to perpendiculat near the base, even zooming in, smooth trensition.
>
> Alain

Thanks.  It was the coincident surfaces that were causing my problems.  My
problems are fixed now.

Danny


Post a reply to this message

From: Danny
Subject: Re: I Need Help With Media (small sample image)
Date: 4 Jun 2004 23:45:01
Message: <web.40c1409d865d73e4ffb015460@news.povray.org>
"Danny" <danzaetz> wrote:
> Alain <aze### [at] qwertygov> wrote:
> > Danny nous apporta ses lumieres ainsi en ce 2004/05/27 23:04... :
> >
> > >Alain <aze### [at] qwertygov> wrote:
> > >
> > >
> > >>Danny nous apporta ses lumieres ainsi en ce 2004/05/21 16:22... :
> > >>
> > >>
> > >>
> > >>><snip>
> > >>>
> > >>>
> > >>>Is this cylinder light_source supposed to produce a visible light beam that
> > >>>can be seen outside where it's pointing at, or is it more like a laser pen
> > >>>that produces a dot on the surface it's aimed at? I tried it along with
> > >>>scattering and it did nothing to get rid of the images.
> > >>>Also, in order to round off the ends of my laser beam, I put some
> > >>>half-spheres on either end, both filled with the same media, except the
> > >>>density is spherical instead of cylindrical.  For some reason, this created
> > >>>tons more problems.  When you look at the half-spheres perpendicularly,
> > >>>there's no problem, but when you look at them obliquely, you get very odd
> > >>>results, such as grey rings, spots, etc.  Here's what I'm doing:
> > >>>
> > >>>
> > >>>
> > >>>
> > >>>
> > >>Why do you use this default texture, it's the source of most of your
> > >>problems
> > >>
> > >>
> > >>
> > >>>#default {
> > >>>  texture {
> > >>> pigment {Grey}
> > >>>   finish {
> > >>>    diffuse 0.6
> > >>>     ior 1.5
> > >>>     ambient 0.300000
> > >>>     phong 0.5
> > >>>     phong_size 50
> > >>>}
> > >>>}}
> > >>>
> > >>>
> > >>>camera {
> > >>> location <0,0.5,2>
> > >>> look_at <0,0.5,0>
> > >>>}
> > >>>
> > >>>background {color rgb <0,0,0>}
> > >>>
> > >>>light_source {
> > >>> <-1000.000000,1000.000000,1000.000000>       //  x=-1000,y=1000,z=1000
> > >>> color rgb <1.0000,1.0000,1.0000>
> > >>>          }
> > >>>
> > >>>#declare clock1=1;
> > >>>
> > >>>union{
> > >>>cylinder{<0,2*clock1,0>,<0,0,0>, 1                 //the laser, top right
> > >>>
> > >>>
> > >>>from front
> > >>
> > >>
> > >>>        texture {
> > >>>   pigment { color rgbt 1}}
> > >>>      interior{media{emission rgb 1
> > >>>      density{ cylindrical
> > >>>      color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
> > >>>16][1 rgb 30]} //[0 rgb 0][0.02 rgb <0.004,0,0>][0.5 rgb<4,0,0>][0.96 rgb
> > >>>5][1 rgb 10]
> > >>>      }}}
> > >>>      hollow
> > >>>      scale<0.1, 1, 0.1>
> > >>>      }
> > >>>
> > >>>
> > >>>
> > >>>
> > >>removing this don't change anything in your cene
> > >>
> > >>
> > >>
> > >>>difference{
> > >>>sphere{<0,0,0>, 1
> > >>>        texture {
> > >>>   pigment { color rgbt 1}}
> > >>>      interior{media{emission rgb 1
> > >>>      scattering{3,1}
> > >>>      density{ spherical
> > >>>      color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
> > >>>16][1 rgb 30]}
> > >>>      }}}
> > >>>      hollow
> > >>>      scale<0.1, 0.1, 0.1>
> > >>>      translate <0,2*clock1,0>
> > >>>      }
> > >>>cylinder{<0,2*clock1,0>,<0,0,0>,5}
> > >>>      }
> > >>>
> > >>>
> > >>>
> > >>>
> > >>-----------------------------------------------------------------
> > >>
> > >>
> > >>
> > >>>difference{
> > >>>sphere{<0,0,0>, 1
> > >>>        texture {
> > >>>   pigment { color rgbt 1}}
> > >>>      interior{media{emission rgb 1
> > >>>      density{ spherical
> > >>>      color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
> > >>>16][1 rgb 30]}
> > >>>      }}}
> > >>>      hollow
> > >>>      scale<0.1, 0.1, 0.1>
> > >>>      }
> > >>>cylinder{<0,5,0>,<0,0,0>,5}
> > >>>       }
> > >>>light_source{0 rgb 10 cylinder point_at y*2}
> > >>>}
> > >>>
> > >>>sphere{<.2,.5,-.5>,0.1}
> > >>>
> > >>>
> > >>>Try running this and you'll see the image of the sphere on the laser.
> > >>>
> > >>>
> > >>>
> > >>>
> > >>Default ior applied to the cylinder
> > >>
> > >>
> > >>
> > >>>You'll also see the grey ring where the laser cylinder and the laser
> > >>>half-sphere meet(try looking at that location perpendicularly and the grey
> > >>>ring disappears).
> > >>>
> > >>>
> > >>>
> > >>>
> > >>Default texture applied to the substracting cylinder
> > >>
> > >>
> > >>
> > >>>You can also see a small white dot on the bottom half-sphere, which is also
> > >>>an image of the grey sphere.
> > >>>
> > >>>
> > >>>
> > >>Default texture's ior again
> > >>
> > >>
> > >>
> > >>>I have a background of stars, and so the ends
> > >>>of my laser end up looking speckled.  How can I make all those images and
> > >>>grey rings go away?
> > >>>
> > >>>
> > >>>
> > >>>
> > >>>
> > >>1- Remove the ior statement in your default. Thin add an ior to your
> > >>cylinder, this is what cause the sphere to apears in your beam.
> > >>2- Use merge instead on an union. This will remove the internal surfaces.
> > >>3- Use difference{sphere{...}cylinder{...}texture{...}interior{...}}.
> > >>That is, apply the texture and interior to the whole
> > >>union/difference/intersection/merge. The cylinder get the default
> > >>texture and apply it to where it intercect the sphere, giving you that
> > >>gray circle.
> > >>
> > >>Alain
> > >>
> > >>
> > >
> > >
> > >Thanks, Alain, all the images on the laser are gone now that ior has been
> > >deleted. It also helped by making the outer edge fuzzier.  However, I'm
> > >still having problems with the grey circle. This time, instead of a grey
> > >circle, there's a disk that matches the color of the media (white in the
> > >middle, red on the outside), but a little wider than the laser so it
> > >doesn't match up (probably b/c removing the ior also seemed to shrink the
> > >laser's width a little). Is this what you wanted me to do:
> > >
> > >merge{
> > >
> > >
> > OK
> >
> > >cylinder{<0,2*clock1,0>,<0,0,0>, 1                 //the laser, top right
> > >   //      texture {
> > >   // pigment { color rgbt 1}}
> > >       interior{media{emission rgb 1
> > >       density{ cylindrical
> > >       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
> > >16][1 rgb 30]}
> > >       }}}
> > >       hollow
> > >       scale<0.1, 1, 0.1>
> > >       }
> > >
> > >difference{
> > >sphere{<0,0,0>, 1}
> > >cylinder{<0,5,0>,<0,0,0>,5}
> > >
> > >
> > Why is it so large? cylinder{<0,1.1,0>,<0,0,0>,1.1} is large enough
> > center your sphere and cylinder about <0,0.000001,0> is better, remove
> > coincidence surfaces.
> >
> > >   //      texture {
> > >   // pigment { color rgbt 1}}
> > >       interior{media{emission rgb 1
> > >       density{ spherical
> > >       color_map{[0 rgb 0][0.03 rgb <0.0004,0,0>][0.6 rgb<8,0,0>][0.98 rgb
> > >16][1 rgb 30]}
> > >       }}}
> > >       hollow
> > >       scale<0.1, 0.1, 0.1>
> > >          }
> > >
> > >
> >     texture{pigment{rgbt 1}finish{ambient 0 diffuse 0}}// apply texture
> > once to whole merge
> >
> > >}
> > >
> > Now, I don't see a discontinuity, as long as I stay with a point of view
> > close to perpendiculat near the base, even zooming in, smooth trensition.
> >
> > Alain

Is there a way I can make the transition smooth even from a point of view
nowhere near perpendicular? It's fine when viewed from the pos. y
direction, but from the neg. y direction it looks like a full sphere (not
half-sphere) in front of a black background, and that the cylinder stops
short and is black when viewed through the base. (I hope you can understand
the picture I'm trying to describe, since I can't attach pictures.)  When I
change it from a merge to a union, it looks fine from the neg. y direction,
but from the pos. y direction the media doesn't transition well. Is there a
way to make it transition well from both directions?

Danny


Post a reply to this message

From: Alain
Subject: Re: I Need Help With Media (small sample image)
Date: 5 Jun 2004 09:20:58
Message: <40c1c8ba$1@news.povray.org>
Danny nous apporta ses lumieres ainsi en ce 2004/06/04 23:40... :

> Is there a way I can make the transition smooth even from a point of view
>
>nowhere near perpendicular? It's fine when viewed from the pos. y
>direction, but from the neg. y direction it looks like a full sphere (not
>half-sphere) in front of a black background, and that the cylinder stops
>short and is black when viewed through the base. (I hope you can understand
>the picture I'm trying to describe, since I can't attach pictures.)  When I
>change it from a merge to a union, it looks fine from the neg. y direction,
>but from the pos. y direction the media doesn't transition well. Is there a
>way to make it transition well from both directions?
>
>Danny
>
I don't know how. I my testings, that's exactly what I got. I think that 
the spherical media just continue and mixes with the other even if it's 
bounding shape is an half-sphere. Try removing the sylindrical media, 
but keep the cylinder container, to check it.

Alain


Post a reply to this message

From: Danny
Subject: Re: I Need Help With Media (small sample image)
Date: 6 Jun 2004 23:00:01
Message: <web.40c3da1f865d73e4ffb015460@news.povray.org>
Alain <aze### [at] qwertygov> wrote:
> Danny nous apporta ses lumieres ainsi en ce 2004/06/04 23:40... :
>
> > Is there a way I can make the transition smooth even from a point of view
> >
> >nowhere near perpendicular? It's fine when viewed from the pos. y
> >direction, but from the neg. y direction it looks like a full sphere (not
> >half-sphere) in front of a black background, and that the cylinder stops
> >short and is black when viewed through the base. (I hope you can understand
> >the picture I'm trying to describe, since I can't attach pictures.)  When I
> >change it from a merge to a union, it looks fine from the neg. y direction,
> >but from the pos. y direction the media doesn't transition well. Is there a
> >way to make it transition well from both directions?
> >
> >Danny
> >
> I don't know how. I my testings, that's exactly what I got. I think that
> the spherical media just continue and mixes with the other even if it's
> bounding shape is an half-sphere. Try removing the sylindrical media,
> but keep the cylinder container, to check it.
>
> Alain

That's what it seems to be doing.  Is there any way to cut the sphere so
that the media is cut too?  Also, what am I supposed to be checking for?


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