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I'm testing a sample at POV-Ray help (2.3.6 Simple Media Tutorial) that lock
like this:
sphere // transparent sphere containing media
{ 0,.7
pigment { rgbt 1 } hollow
interior
{
media
{ emission 1
density
{ spherical density_map
{ [0 rgb 0]
[0.4 rgb <1,0,0>]
[0.8 rgb <1,1,0>]
[1 rgb 1]
}
}
}
}
translate <-0.5, 1.7, 0.5>
}
but the objects exported by Wings3D use "declare" statement to define the object
geometry and "object" to declare and define objects. So, why I can't get the
same result by using this way:
#declare nebulosa = sphere // transparent sphere containing media
{ 0,.7
translate <0.5, 1.7, 0.5>
}
object { nebulosa
pigment { rgbt 1 } hollow
interior
{
media
{ emission 1
density
{ spherical density_map
{ [0 rgb 0]
[0.4 rgb <1,0,0>]
[0.8 rgb <1,1,0>]
[1 rgb 1]
}
}
}
}
}
I have just moved the pigment an interior properties from "declare" to "object"
and get this result:
http://lh6.ggpht.com/_ZQYpKPHH8hM/SjLyeInLAbI/AAAAAAAAALA/Cg75pZtO9C8/s720/Teste%20Luz%20Volumetrica.jpg
(observe the intersection insed the "glow" sphere)
TIA
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Because you moved the position of the "translate". In the original code, the
translation applies to the media as well as the sphere. In your code, it
applies only to the sphere and doesn't affect the media within it.
- Slime
[ http://www.slimeland.com/ ]
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"Slime" <fak### [at] emailaddress> wrote:
> Because you moved the position of the "translate". In the original code, the
> translation applies to the media as well as the sphere. In your code, it
> applies only to the sphere and doesn't affect the media within it.
>
> - Slime
> [ http://www.slimeland.com/ ]
Thanks Slime.
I haven't found this information on documentation.
I have change the code to:
#declare nebulosa = sphere // transparent sphere containing media
{ 0,.7
}
object { nebulosa
pigment { rgbt 1 } hollow
interior
{
media
{ emission 1
density
{ spherical density_map
{ [0 rgb 0]
[0.4 rgb <1,0,0>]
[0.8 rgb <1,1,0>]
[1 rgb 1]
}
}
}
}
translate <0.5, 1.7, 0.5>
}
and really work fine (only if "translate" is called after "interior")
So, now I go to an other level...
In the true I want use this effect with "mesh" objects and solved this doubt I
would like to try this code with an irregular mesh (see:
http://img196.imageshack.us/img196/4778/lavalampwings3d.png) - the yellow lava
"balls".
Don't POV have a way to use object shape? (only: bozo, wood, gradient, waves,
spherical, planar, cylindrical, and boxed)
TIA
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"Micheus" <nomail@nomail> wrote in message
news:web.4a36c43a438fc1fb194bff60@news.povray.org...
>
> ...
>
> So, now I go to an other level...
> In the true I want use this effect with "mesh" objects and solved this
> doubt I
> would like to try this code with an irregular mesh (see:
> http://img196.imageshack.us/img196/4778/lavalampwings3d.png) - the yellow
> lava
> "balls".
You can fill any shape with an interior, so you can use something similar to
this effect on a mesh or mesh2 object. The example below uses the POVRay
blob primitive for lava balls (as I didn't have suitable mesh shapes to
hand). I think the best approach would be to use a simple flat emission
color to fill the main body of the object. If you just use the spherical
emission statement as you had before, you'll get a single red/yellow
transition passing through the entire multi-blob object.
This doesn't mean you're stuck with flat colors though because you can add
multiple media statements within an interior block and POV-Ray should add
the media together. For example, you could have a flat red media and
superimpose multiple spherical media that transition from yellow to nothing.
I've added one such yellow transition at the centre of the central blob, but
you could add one for each blob.
I think you should be able to get about as sophisticated as you want with
this general approach.
camera {location <-2, 1.2, -5> look_at 0}
light_source {<2,20,-4> color rgb 2}
#declare nebulosa = blob { threshold 0.6
// Central Blob
sphere {0,2,1}
sphere {y,1,1}
// Left Blob
sphere {<-1.6,1.6,0.7>,1.5,1}
sphere {<-1.1,2.2,1 >,1 ,1}
// Right Blob
sphere {<1,1.8,1.2>,1.2,1}
sphere {<1,2.3,1 >,1.2,1}
}
object { nebulosa scale 0.5
pigment {rgbt 1 } hollow
interior {
media {emission rgb <1,0,0>}
media {emission 1
density {spherical
density_map {
[0 rgb 0]
[0.2 rgb 0]
[0.5 rgb <1,1,0>]
[1 rgb <1,1,0>]
}
}
scale <0.3,0.6,0.3>
rotate z*8
translate 0.15*y
}
}
}
plane {y,-1 pigment {rgb 0.1}}
> Don't POV have a way to use object shape? (only: bozo, wood, gradient,
> waves,
> spherical, planar, cylindrical, and boxed)
Yes you can use any pattern and there is an object pattern, which should
enable you to use any object shape to control the media. The problem with
this is that it transitions from 0 to 1 immediately at the surface of the
object, so it doesn't give you any sort of progressive change. I suspect
that it's therefore mostly useless for what you want to do.
Regards,
Chris B.
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"Chris B" <nom### [at] nomailcom> wrote:
> "Micheus" <nomail@nomail> wrote in message
> news:web.4a36c43a438fc1fb194bff60@news.povray.org...
> >
> > ...
> I suspect that it's therefore mostly useless for what you want to do.
________________________
Thanks Chris.
Really I can't make this work with may structure (Wings3D exported structure).
I have tried Your definition with a simple cube made with Wings3D. It's center
at <0,0,0>:
:
:
#declare wm_default = texture{
pigment{
color rgbf <1.000000, 1.000000, 1.000000, 0.000000>
}
finish {
ambient rgb <0.000000, 0.000000, 0.000000>
diffuse 0.700000
brilliance 1.000000
metallic 0.000000
specular 1.000000
roughness 0.010000
}
}
#declare wo_0_cube1 = mesh2{
vertex_vectors { 8, <0.500000, -0.500000, 0.500000>, <0.500000, 0.500000,
0.500000>, <-0.500000, 0.500000, 0.500000>, <-0.500000, -0.500000, 0.500000>,
<0.500000, -0.500000, -0.500000>, <0.500000, 0.500000, -0.500000>, <-0.500000,
0.500000, -0.500000>, <-0.500000, -0.500000, -0.500000>}
//#local average_center = <0.000000, 0.000000, 0.000000>;
normal_vectors { 8, <-0.666667, 0.333333, -0.666667>, <-0.408248, -0.816497,
-0.408248>, <0.666667, -0.333333, -0.666667>, <0.408248, 0.816497, -0.408248>,
<-0.408248, 0.816497, 0.408248>, <-0.666667, -0.333333, 0.666667>, <0.408248,
-0.816497, 0.408248>, <0.666667, 0.333333, 0.666667>}
uv_vectors { 0}
texture_list { 1, texture{wm_default}}
face_indices { 12, <0, 3, 2>, 0, <2, 1, 0>, 0, <3, 7, 2>, 0, <7, 6, 2>, 0, <0,
4, 3>, 0, <4, 7, 3>, 0, <2, 6, 1>, 0, <6, 5, 1>, 0, <5, 6, 7>, 0, <5, 7, 4>, 0,
<1, 5, 0>, 0, <5, 4, 0>, 0}
normal_indices { 12, <0, 3, 2>, <2, 1, 0>, <3, 7, 2>, <7, 6, 2>, <0, 4, 3>,
<4, 7, 3>, <2, 6, 1>, <6, 5, 1>, <5, 6, 7>, <5, 7, 4>,
<1, 5, 0>, <5, 4, 0>}
uv_indices { 12, <0, 0, 0>, <0, 0, 0>, <0, 0, 0>, <0, 0, 0>, <0, 0, 0>, <0, 0,
0>, <0, 0, 0>, <0, 0, 0>, <0, 0, 0>, <0, 0, 0>,
<0, 0, 0>, <0, 0, 0>}
}
object{ wo_0_cube1
pigment {rgbt 1 } hollow
interior {
media {emission rgb <1,0,0>}
media {emission 1
density {spherical
density_map {
[0 rgb 0]
[0.2 rgb 0]
[0.5 rgb <1,1,0>]
[1 rgb <1,1,0>]
}
}
scale <0.3,0.6,0.3>
rotate z*8
translate 0.15*y
}
}
}
If I remove "texture_list" and insert "pigment" into mesh definition I get an
error message (Texture index out of range) or if a try change "wm_default"
texture definition to use the pigment, like this:
#declare wm_default = texture{
pigment {rgbt 1 } hollow
}
I get an other error message (No matching } in 'texture' hollow found instead).
So I think that is not possible use media with objects exported by Wings3D.
One more time, thanks by Your answer.
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"Micheus" <nomail@nomail> wrote:
> If I remove "texture_list" and insert "pigment" into mesh definition I get an
> error message (Texture index out of range)
which is only natural because "face_indices" contains not only vertex indices,
but also texture indices (i.e. indices into the texture_list)
> or if a try change "wm_default"
> texture definition to use the pigment, like this:
> #declare wm_default = texture{
> pigment {rgbt 1 } hollow
> }
> I get an other error message (No matching } in 'texture' hollow found instead).
Which is only natural, too, because "hollow" is an object statement, not part of
the pigment. As it is already in the object definition further below in your
code, the following wm_default should do:
#declare wm_default = texture{
pigment {rgbt 1 }
finish { ambient 0 diffuse 0 specular 0 }
}
> So I think that is not possible use media with objects exported by Wings3D.
Don't worry: It is.
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"clipka" <nomail@nomail> wrote:
> which is only natural because "face_indices" contains not only vertex indices,
> but also texture indices (i.e. indices into the texture_list)
Now I know this.
> Which is only natural, too, because "hollow" is an object statement, not part > of
the pigment.
I had not understood this when I read about it on help file.
> As it is already in the object definition further below in your
> code, the following wm_default should do:
>
> #declare wm_default = texture{
> pigment {rgbt 1 }
> finish { ambient 0 diffuse 0 specular 0 }
> }
Yes You right! It's working now!!
Just I have discovered that the result is not exactly wath I thought.
The sample posted by "Chris B" is more bright but when I have used your
definition in my model it looks dark
Chris B sample:
http://lh5.ggpht.com/_ZQYpKPHH8hM/SkPar41Ke2I/AAAAAAAAAMQ/Yf4DuliBDk8/Lava_Media_Teste.jpg
My model (only lava):
http://lh6.ggpht.com/_ZQYpKPHH8hM/SkPasFaOz8I/AAAAAAAAAMU/6RKUnL5-E5s/lava_lamp-close.jpg
My "final" render:
http://lh6.ggpht.com/_ZQYpKPHH8hM/SkPasFh2_AI/AAAAAAAAAMY/Kua3TYoyxNI/lava_lamp.jpg
Thanks all you guys by your patience.
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"Micheus" <nomail@nomail> wrote in message
news:web.4a43dcf0438fc1f62d939b70@news.povray.org...
>
> Just I have discovered that the result is not exactly wath I thought.
> The sample posted by "Chris B" is more bright but when I have used your
> definition in my model it looks dark
>
The example I posted contained two media statements within the interior
statement and they're cumulative, so, if it still contains 2 that could
potentially explain the difference in brightness. (Just a guess).
Regards,
Chris B.
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"Chris B" <nom### [at] nomailcom> wrote:
> The example I posted contained two media statements within the interior
> statement and they're cumulative, so, if it still contains 2 that could
> potentially explain the difference in brightness. (Just a guess).
Ok.
I will try work around my problem with this tip.
Thanks Chris.
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"Micheus" <nomail@nomail> wrote in message
news:web.4a44229c438fc1f62d939b70@news.povray.org...
> "Chris B" <nom### [at] nomailcom> wrote:
>> The example I posted contained two media statements within the interior
>> statement and they're cumulative, so, if it still contains 2 that could
>> potentially explain the difference in brightness. (Just a guess).
>
> Ok.
> I will try work around my problem with this tip.
>
> Thanks Chris.
>
I wasn't really suggesting this as a workaround. I was just suggesting that
this might be an explanation for the difference.
To turn up the brightness in an image there are several ways that you'll
probably find easier.
You can adjust the brightness of the output for the whole scene using the
assumed gamma setting. For example:
global_settings {assumed_gamma 0.7}
Note that reducing the assumed gamma value increases the brightness of your
scene.
Alternatively you can oversaturate the color of individual components.
Although individual RGB color components are usually specified as numbers
from 0 to 1, POV-Ray doesn't stop you specifying higher values. For example,
if the camera is looking straight at a white light you could choose to
represent the white light object as having an oversaturated RGB setting of
<10,10,10> (or give it a high ambient setting) to make sure that all parts
of it show up as a bright white and you don't any dimming on parts of the
object.
In the case of your media settings, specifying twice the amount of color in
a single media statement give the same result as adding duplicate media
statements. So, where you're using a color of <1,0.8,0> you might like to
try 2*<1,0.8,0>.
One word of warning; when POV-Ray works out the color of a pixel in the
output image it will clip any individual color component value the
calculated value ends up greater than 1. This can change the color. For
example, If it calculates a pixel to be <1.23,1,0.5> it clips the Red
channel giving <1,1,0.5>, which actively changes the color balance of that
pixel.
With emissive media this clipping may actually help to achieve the effect
you are looking for. I just tried specifying emission rgb 10*<1,0.5,0.1>
which gives a white centre (the brightest parts are clipped to <1,1,1>) a
yellow cloud around the edge of the shape (where it gets clipped to
<1,1,0.n>) and a reddened outer halo near the edge of the container object.
So you may want to try something like:
object{ wo_0_cube1 hollow
interior {
media {emission rgb 10*<1,0.5,0.1>}
}
}
Regards,
Chris B.
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