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Hello, i would like to know how to make this day/sunset/night transition.
So far, the obvious i should manage to do :
sun light source going below the ground plane
sky sphere dimming (with rgb color factor decreasing ?)
sky sphere superposition of a night sky coming in
The question is that i cannot get the intrinsic luminosity of the scene to dim
very much. I see that black fog seems to be the way to go.
Is it ? Cause i would not like to see objects in far distance to disappear
completely (they should remain visible, they have dim emission + dim light
sources attached to them)
Could someone shed some light on this (no pun intended) ;) ?
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From: clipka
Subject: Re: Animation : simulating sunset and day/night transition
Date: 14 Jun 2012 18:11:12
Message: <4fda6180@news.povray.org>
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Am 14.06.2012 23:25, schrieb rodv92:
> Hello, i would like to know how to make this day/sunset/night transition.
>
> So far, the obvious i should manage to do :
>
> sun light source going below the ground plane
> sky sphere dimming (with rgb color factor decreasing ?)
> sky sphere superposition of a night sky coming in
>
> The question is that i cannot get the intrinsic luminosity of the scene to dim
> very much
You probably want to adjust ambient_light; or, better yet, use radiosity
instead.
Also note that for the sunset, you may also want to dim the sun light
source and give it a more redish tint. The sky sphere, too, should go
through some more or less dramatic color changes.
> I see that black fog seems to be the way to go.
>
> Is it ? Cause i would not like to see objects in far distance to disappear
> completely (they should remain visible, they have dim emission + dim light
> sources attached to them)
No, black fog is not what you want. It would give you a totally
different effect.
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clipka <ano### [at] anonymousorg> wrote:
> Am 14.06.2012 23:25, schrieb rodv92:
> > Hello, i would like to know how to make this day/sunset/night transition.
> >
> > So far, the obvious i should manage to do :
> >
> > sun light source going below the ground plane
> > sky sphere dimming (with rgb color factor decreasing ?)
> > sky sphere superposition of a night sky coming in
> >
> > The question is that i cannot get the intrinsic luminosity of the scene to dim
> > very much
>
> You probably want to adjust ambient_light; or, better yet, use radiosity
> instead.
>
> Also note that for the sunset, you may also want to dim the sun light
> source and give it a more redish tint. The sky sphere, too, should go
> through some more or less dramatic color changes.
>
>
> > I see that black fog seems to be the way to go.
> >
> > Is it ? Cause i would not like to see objects in far distance to disappear
> > completely (they should remain visible, they have dim emission + dim light
> > sources attached to them)
>
> No, black fog is not what you want. It would give you a totally
> different effect.
FYI, i use this global lights params + sky sphere. the sky sphere evolution
function should provide a dark blue shift and a dark red shift, with the blue
overtaking all azimuths. still reflecting where to plug the clock variable on
the sky sphere since my math skills are a bit "rusty". i will try to come up
with a solution but any help appreciated of course !
#declare night_factor = 0.6;
light_source { <4000,2000,10000>, rgb <4,4,4>/(1 + clock*0.1)
parallel
adaptive 1
jitter
}
#declare clouds = plane{<0,1,0>,14 hollow //
texture{
pigment {color rgb<0.1,0.35,0.8>*0.8 transmit 0.95}
//finish {ambient 0 diffuse 0}
finish {ambient 1 diffuse 1}
} // end texture 1
texture{
pigment { bozo turbulence 0.75
octaves 6 omega 0.7 lambda 2
color_map {
[0.0 color rgb <0.95, 0.95, 0.95> ]
[0.05 color rgb <1, 1, 1>*1.25 ]
[0.15 color rgb <0.85, 0.85, 0.85> ]
[0.55 color rgbt <1, 1, 1, 1>*1 ]
[1.0 color rgbt <1, 1, 1, 1>*1 ]
} // end color_map
translate< 3, 0,-1>
scale <0.3, 0.4, 0.2>*300
} // end pigment
finish {ambient 0 diffuse 0}
} // end texture 2
scale 10000
}
clouds
//-------------------------------------------------------------------------------
following sky sphere credits :
// http://povray.tashcorp.net/tutorials/qd_realskysphere/
sky_sphere {
pigment {function { min(max(min(y,1),0) + 0.1*pow((1 + abs(z - 1)),2) - 0.1,1)
}
color_map { // horizon sky
[ 0/269 color rgbt <120/255, 79/255, 51/255>/night_factor]
[ 1/269 color rgbt <141/255, 83/255, 46/255>/night_factor]
[ 2/269 color rgbt <177/255, 86/255, 41/255>/night_factor]
[ 3/269 color rgbt <235/255,128/255, 72/255>/night_factor]
[ 5/269 color rgbt <255/255,159/255, 72/255>/night_factor]
[ 8/269 color rgbt <255/255,203/255, 94/255>/night_factor] // New
[ 10/269 color rgbt <255/255,218/255,112/255>/night_factor]
[ 13/269 color rgbt <255/255,233/255,148/255>/night_factor] // New
[ 15/269 color rgbt <251/255,241/255,172/255>/night_factor] // New
[ 20/269 color rgbt <255/255,246/255,203/255>/night_factor]
[ 30/269 color rgbt <255/255,240/255,219/255>/night_factor]
[ 40/269 color rgbt <236/255,223/255,214/255>/night_factor]
[ 50/269 color rgbt <205/255,204/255,212/255>/night_factor]
[ 55/269 color rgbt <185/255,190/255,209/255>/night_factor] // New
[ 60/269 color rgbt <166/255,176/255,201/255/night_factor>]
[ 65/269 color rgbt <149/255,163/255,190/255>/night_factor] // New
[ 70/269 color rgbt <129/255,149/255,182/255>/night_factor]
[ 80/269 color rgbt <103/255,127/255,171/255>/night_factor]
[ 90/269 color rgbt < 79/255,110/255,154/255>/night_factor]
[100/269 color rgbt < 66/255, 97/255,143/255>/night_factor]
[110/269 color rgbt < 52/255, 84/255,131/255>/night_factor]
[120/269 color rgbt < 47/255, 75/255,122/255>/night_factor]
[140/269 color rgbt < 37/255, 60/255,102/255>/night_factor]
[160/269 color rgbt < 32/255, 51/255, 84/255>/night_factor]
[180/269 color rgbt < 27/255, 42/255, 71/255>/night_factor]
[200/269 color rgbt < 25/255, 36/255, 58/255>/night_factor]
[220/269 color rgbt < 22/255, 31/255, 48/255>/night_factor]
[240/269 color rgbt < 18/255, 27/255, 42/255>/night_factor]
[260/269 color rgbt < 15/255, 21/255, 33/255>/night_factor]
[269/269 color rgbt < 15/255, 21/255, 33/255>/night_factor]
}
}
}
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From: Thomas de Groot
Subject: Re: Animation : simulating sunset and day/night transition
Date: 15 Jun 2012 02:49:44
Message: <4fdadb08$1@news.povray.org>
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On 15-6-2012 0:11, clipka wrote:
> Am 14.06.2012 23:25, schrieb rodv92:
>> Hello, i would like to know how to make this day/sunset/night transition.
>>
I think you should read the tutorials by Bruno Cabasson in
povray.binaries.tutorials: TerraPOV - Sky system - .
For Sun colours/temperatures, I use LightSysIV
http://www.ignorancia.org/en/index.php?page=Lightsys and in particular
the module CIE.inc which lets you modulate the light colour from Kelvin
2800=red to 7500=blue white.
A typical set of code I use myself is like this (with thanks to Jaime
Vives Piqueres in particular):
#declare Kelvin = 6200;
#declare SunFactor = 4;
#include "CIE.inc"
#declare SunColor = Blackbody(Kelvin)*SunFactor;
#declare SunDis = vlength(MySunPosition)*2/215;
#if (Area)
#debug "\nUsing an area_light for the Sun.\n"
light_source{
SunPosition
color SunColor
area_light
SunDis*x, SunDis*z,
5, 5
adaptive 2
jitter
circular
orient
parallel
point_at <0, 0, 0>
}
#else
light_source {
SunPosition
color SunColor
parallel
point_at <0, 0, 0>
}
#end
// a sky sphere
#declare fn_horizon = function {max(y, 0)}
#declare fn_sun =
function {
pattern {
spherical
scale 3
translate z
rotate -Al*x
rotate Az*y
}
}
sky_sphere {
pigment {
function {pow(fn_horizon(x,y,z)*(1-fn_sun(x,y,z)), 0.400)}
color_map {
[0.000 color SunColor/SunFactor]
[0.426 color srgb <94, 115, 215>/255]
}
}
}
I think you could adapt this for your needs.
Thomas
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Excellent !
Thank you !
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 15-6-2012 0:11, clipka wrote:
> > Am 14.06.2012 23:25, schrieb rodv92:
> >> Hello, i would like to know how to make this day/sunset/night transition.
> >>
>
> I think you should read the tutorials by Bruno Cabasson in
> povray.binaries.tutorials: TerraPOV - Sky system - .
>
> For Sun colours/temperatures, I use LightSysIV
> http://www.ignorancia.org/en/index.php?page=Lightsys and in particular
> the module CIE.inc which lets you modulate the light colour from Kelvin
> 2800=red to 7500=blue white.
>
> A typical set of code I use myself is like this (with thanks to Jaime
> Vives Piqueres in particular):
>
> #declare Kelvin = 6200;
> #declare SunFactor = 4;
>
> #include "CIE.inc"
> #declare SunColor = Blackbody(Kelvin)*SunFactor;
> #declare SunDis = vlength(MySunPosition)*2/215;
>
> #if (Area)
> #debug "\nUsing an area_light for the Sun.\n"
> light_source{
> SunPosition
> color SunColor
> area_light
> SunDis*x, SunDis*z,
> 5, 5
> adaptive 2
> jitter
> circular
> orient
> parallel
> point_at <0, 0, 0>
> }
> #else
> light_source {
> SunPosition
> color SunColor
> parallel
> point_at <0, 0, 0>
> }
> #end
>
> // a sky sphere
> #declare fn_horizon = function {max(y, 0)}
>
> #declare fn_sun =
> function {
> pattern {
> spherical
> scale 3
> translate z
> rotate -Al*x
> rotate Az*y
> }
> }
>
> sky_sphere {
> pigment {
> function {pow(fn_horizon(x,y,z)*(1-fn_sun(x,y,z)), 0.400)}
> color_map {
> [0.000 color SunColor/SunFactor]
> [0.426 color srgb <94, 115, 215>/255]
> }
> }
> }
>
> I think you could adapt this for your needs.
>
> Thomas
Excellent !
Thank you !
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From: Alain
Subject: Re: Animation : simulating sunset and day/night transition
Date: 15 Jun 2012 22:17:24
Message: <4fdbecb4$1@news.povray.org>
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> clipka <ano### [at] anonymousorg> wrote:
>> Am 14.06.2012 23:25, schrieb rodv92:
>>> Hello, i would like to know how to make this day/sunset/night transition.
>>>
>>> So far, the obvious i should manage to do :
>>>
>>> sun light source going below the ground plane
>>> sky sphere dimming (with rgb color factor decreasing ?)
>>> sky sphere superposition of a night sky coming in
>>>
>>> The question is that i cannot get the intrinsic luminosity of the scene to dim
>>> very much
>>
>> You probably want to adjust ambient_light; or, better yet, use radiosity
>> instead.
>>
>> Also note that for the sunset, you may also want to dim the sun light
>> source and give it a more redish tint. The sky sphere, too, should go
>> through some more or less dramatic color changes.
>>
>>
>>> I see that black fog seems to be the way to go.
>>>
>>> Is it ? Cause i would not like to see objects in far distance to disappear
>>> completely (they should remain visible, they have dim emission + dim light
>>> sources attached to them)
>>
>> No, black fog is not what you want. It would give you a totally
>> different effect.
>
> FYI, i use this global lights params + sky sphere. the sky sphere evolution
> function should provide a dark blue shift and a dark red shift, with the blue
> overtaking all azimuths. still reflecting where to plug the clock variable on
> the sky sphere since my math skills are a bit "rusty". i will try to come up
> with a solution but any help appreciated of course !
>
> #declare night_factor = 0.6;
>
> light_source { <4000,2000,10000>, rgb <4,4,4>/(1 + clock*0.1)
> parallel
> adaptive 1
As you don't use an area_light, adaptive is of no use.
If you use an area_light with adaptive 1, the array should be 9x9,
17x17, 33x33,... (use thise formula: 1+ n^2)
Smaller values will make the effect of adaptive less usefull.
Other intermediate values are not effecient given the way that adaptive
work.
> jitter
Same as above.
> }
>
> #declare clouds = plane{<0,1,0>,14 hollow //
>
> texture{
> pigment {color rgb<0.1,0.35,0.8>*0.8 transmit 0.95}
> //finish {ambient 0 diffuse 0}
> finish {ambient 1 diffuse 1}
The value of ambient plus diffuse should be less that 1 to have correct
results.
Alain
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