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Hello There,
I am trying to render a scene, whrere a laser beam is refracted by some objects,
but it just does not work. I found a similar question here
web.487989b0797036a91a8107a20@news.povray.org
and the scene mentioned there actually works. Mine still won't, so what is wrong
with it? Thank you in advance for your help!
#include "colors.inc"
#include "textures.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 10
photons {
count 100000
autostop 0
media 1000
max_trace_level 10
}
}
camera {
location <0,20,-20>
look_at <0,0,0>
}
// scatterbox
box {
<-10,0,-40>, <10,5,40>
hollow
pigment {
color transmit 1
}
interior {
media {
scattering {
1, 1 extinction 0
}
samples 30,100
}
}
}
// interacting box
box {
<2,4,-10>, 0
translate <0,0,4>
rotate <0, 45, 0>
hollow
pigment {
color transmit 0.9
}
interior {
media {
scattering {
1, 1 extinction 0
}
samples 30,100
}
ior 1.5
}
photons {
target
refraction on
reflection on
}
}
// laser
light_source {
<0,1,-50>
color red 1.0
cylinder
point_at <0,1,10>
radius 0.2
falloff 0.2
tightness 0.1
photons {
refraction on
reflection on
}
}
// ambient light
light_source {
<100,100,150>
color rgb 1.3
media_interaction off
photons {
refraction off
reflection off
}
}
// floor
plane {
y, 0
pigment {
checker color White color Black
}
}
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"Nurwodah" <nomail@nomail> wrote in message
news:web.4a1bc48ea9dd582089e1bd650@news.povray.org...
>
> I am trying to render a scene, whrere a laser beam is refracted by some
> objects,
Didn't look at the other but try this in your global_settings instead:
photons {
//count 100000
spacing 0.02
autostop 0
media 50,5
// max_trace_level 10
}
I think spacing helps in this case where the photons are in a narrow beam.
And... this is the important part... use a photons block in your scattering
box:
photons {
target
refraction on
reflection on
collect off
pass_through
}
Now, I should say, I haven't done this particular kind of render in recent
times so don't take it as perfection (or even the right way) but I did get a
good laser beam by doing that. Also to make it faster than what you were
doing I put the media samples down to only 10,30. I even added some
reflection (in finish{}) to the refracting glass and it was still fairly
quick.
Bob
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Hello Bob,
thank you for your help! Indeed, the missing photon block in the scattering box
was the problem. I did not expect this to be necessary if the refracting glass
block contained a photon block, but obviously I was wrong.
But:
If I use the following source for rendering, I get a rather strange image:
After passing the glass block and being refracted/reflected/absorbed correctly,
the laser beam changes into a dotted line, that looks very much like some
interference pattern. As far as I understand (I mean, almost 99.99% sure!)
POV-ray is of course not capable of calculating phase interactions of light, so
any idea what could have happened here?
#include "colors.inc"
#include "textures.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 10
photons {
spacing 0.02
autostop 0
media 50,5
}
}
camera {
location <0,20,0>
look_at <0,0,0>
}
// scatterbox
box {
<-10,0,-40>, <10,5,40>
hollow
pigment {
color transmit 1
}
interior {
media {
scattering {
1, 1 extinction 0
}
samples 10,30
}
}
photons {
target on
refraction on
reflection on
collect off
pass_through
}
}
// interacting box
box {
<2,4,-10>, 0
translate <0,0,4>
rotate <0, 45, 0>
hollow
pigment {
color transmit 0.9
}
interior {
ior 1.5
}
finish {
diffuse 0.3
}
photons {
target
refraction on
reflection on
}
}
// laser
light_source {
<0,1,-50>
color red 1.0
cylinder
point_at <0,1,100>
radius 0.2
falloff 0.2
tightness 0.1
photons {
refraction on
reflection on
}
}
// ambient light
light_source {
<100,100,150>
color rgb 1.3
media_interaction off
photons {
refraction off
reflection off
}
}
// floor
plane {
y, 0
pigment {
checker color White color White
}
}
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"Nurwodah" <Nur### [at] webde> wrote in message
news:web.4a1d416d84c0b6cb7e13cce0@news.povray.org...
>
> If I use the following source for rendering, I get a rather strange image:
> After passing the glass block and being refracted/reflected/absorbed
> correctly,
> the laser beam changes into a dotted line, that looks very much like some
> interference pattern.
Just got a look at this before going out the door.
I see, yeah, try something like media 200,10 for the global photons and
maybe that will be okay.
You might also need to make 'spacing' a fraction smaller, the exit beam is
fuzzy.
Checking that, I had to use media 300,10 with spacing 0.005 or else the
fragmenting occurs again.
Funny thing, I hadn't realized the two medias (both boxes) wouldn't be
needed-- unless you were going to have different ones, of course.
Bob
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> I see, yeah, try something like media 200,10 for the global photons and
> maybe that will be okay.
> You might also need to make 'spacing' a fraction smaller, the exit beam is
> fuzzy.
> Checking that, I had to use media 300,10 with spacing 0.005 or else the
> fragmenting occurs again.
ok, so this is about trial & error.
> Funny thing, I hadn't realized the two medias (both boxes) wouldn't be
> needed-- unless you were going to have different ones, of course.
Yeah, I figured out that when I realized the beam inside the glass thing
appearing about twice as bright as in the surrounding area, the scattering
values probably just sum.
thanks again
Nurwodah
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"Nurwodah" <Nur### [at] webde> wrote in message
news:web.4a1d58a384c0b6cb7e13cce0@news.povray.org...
>> I see, yeah, try something like media 200,10 for the global photons and
>> maybe that will be okay.
>> You might also need to make 'spacing' a fraction smaller, the exit beam
>> is
>> fuzzy.
>> Checking that, I had to use media 300,10 with spacing 0.005 or else the
>> fragmenting occurs again.
>
> ok, so this is about trial & error.
Usually is for me. Moreso with photons. I have enough trouble getting media
alone to look the way I want.
;)
>> Funny thing, I hadn't realized the two medias (both boxes) wouldn't be
>> needed-- unless you were going to have different ones, of course.
>
> Yeah, I figured out that when I realized the beam inside the glass thing
> appearing about twice as bright as in the surrounding area, the scattering
> values probably just sum.
Mixing media containers can be a real challenge. I thought maybe you were
wanting a different kind of substance eventually for the refractive object.
I just ignored the fact it didn't need to have anything but the one
room-filling media until you posted that second time without it. Otherwise I
might have suggested removing that, and possibly thought wrong by doing so.
:)
> thanks again
Glad I could help!
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Maybe you've had better luck than me, I went back to this trying for a good
render because I'm using the new version 3.6.2.
There's some kind of artifact (or artefact) making a line parallel to the
beam of light, divides the part inside the glass.
Changed the light falloff to 0.25 thinking it was radius=falloff causing it,
and adding 'parallel' to the light made no difference.
I didn't try every possibility but increasing media samples some and upping
the global photons media to 1000,10 sure didn't fix that. Removed the
fragmenting you had seen when I used higher numbers anyway (I was doing
small quick renders before).
Just thought I'd mention the strange line in the glass. Maybe it just needs
extreme tweaking on the numbers...?
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"BobH" <omniverse*charter!net> wrote:
> There's some kind of artifact (or artefact) making a line parallel to the
> beam of light, divides the part inside the glass.
Got a shot for us to see?
Maybe it's just a reflection of the beam in the glass?
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"clipka" <nomail@nomail> wrote in message
news:web.4a1ebcd284c0b6cf708085d0@news.povray.org...
> "BobH" <omniverse*charter!net> wrote:
>> There's some kind of artifact (or artefact) making a line parallel to the
>> beam of light, divides the part inside the glass.
>
> Got a shot for us to see?
>
> Maybe it's just a reflection of the beam in the glass?
No reflection used. Posting a cropped image to p.b.i. subject light beam
artifact.
Bob
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