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> In the meantime i stumbled upon the fog feature. It does exactly what I want
> except that I can only define a plane but not really another geometry:
>
> fog{ fog_type 2
> distance 3
> color White
> fog_offset -5.5
> fog_alt 2.0
> turbulence 1.8
> up <-0.5,1,0>
> }
>
> This would be great if I could somehow define a center point where the fog
> then starts expanding like a sphere, obscuring everything.
>
>
If you want sometning circular, the disk may be what you need:
disk{<0,0,0>, <0,0,-1>, 1 pigment{spherical colour_map{[0 rgb
background_colour][clock background_colour filter 1] } scale Some_Scale
translate Somewhere hollow}
If your scene use any media or fog, the hollow is needed it you want the
media or fog to act predictably. A disk have an interior that is the
same as that of a plane and it's not limited to the visible part.
You may also use a plane similarly.
This, in an animation, will start with a totaly transparent disk that
will become increasingly opaque in a circular gradient. The center will
stay transparent. Using the background's colour and manipulating the
filter component ensure that the mix will be concistent.
Another way would be with some media. The density of a media can be
exactly controled by a pigment of any function. The spherical pattern
start with a value of zero at the origin and drop to zero at a radius of
1. This can be changed by using a colour_map and an alternate wave type
for the way it changes, and by scaling to adjust it to your needs.
Alain
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On 06/23/2015 04:14 PM, severedo wrote:
> In the meantime i stumbled upon the fog feature. It does exactly what I want
> except that I can only define a plane but not really another geometry:
>
> fog{ fog_type 2
> distance 3
> color White
> fog_offset -5.5
> fog_alt 2.0
> turbulence 1.8
> up <-0.5,1,0>
> }
>
> This would be great if I could somehow define a center point where the fog
> then starts expanding like a sphere, obscuring everything.
>
>
In addition to what has been suggested a couple other possible methods
come to mind.
1) I've never done it, but with fog you are not limited to one use in a
scene meaning you could declare a base fog and then instantiate several
copies of it, rotating each variously around your "axis of clarity." Not
sure what happens with the fog where the regions of fog overlap.
2) You could try the aoi pattern with a plane in front of the camera. I
tried this myself just now with the code below. Simple tuning is
possible by playing with the color map in the example, more complex
foggy looks can be achieved by using the aoi pattern with more complex
pigments/textures in a map. Whether enough to get the effect you really
want not sure.
Good hunting.
Bill P.
//-------------------- fadeFromCenter.pov -----------------------
#version 3.7;
global_settings {
assumed_gamma 1
ambient_light srgb <1,1,1>
}
#declare Grey50 = srgbft <0.5,0.5,0.5,0,0>;
background { color Grey50 }
#declare CameraLocation = <4.50,4.50,-4.501>;
#declare CameraLookAt = <0.0,0.0,0.0>;
#declare Camera00 = camera {
perspective
location CameraLocation
sky <0,1,0>
angle 35
right x*(image_width/image_height)
look_at CameraLookAt
}
#declare White = srgbft <1,1,1,0,0>;
#declare Light00 = light_source { <50,150,-250>, White }
#declare Brown_Bramble = srgbft <0.349,0.1569,0.01569,0,0>;
#declare PlaneY = plane { <0,1,0>, 0
pigment { color Brown_Bramble }
}
#include "transforms.inc"
#declare TransformToCam = transform {
Reorient_Trans(<0.0,-1.0,0.0>,CameraLookAt-CameraLocation)
translate CameraLocation
}
#declare PlaneCamera = plane { <0,1,0>, -1
transform TransformToCam
}
#declare Red = srgbft <1,0,0,0,0>;
#declare CylinderX = cylinder {
<-10,0,0>, <10,0,0>, 0.01
pigment { color Red }
}
#declare Green = srgbft <0,1,0,0,0>;
#declare CylinderY = cylinder {
<0,-10,0>, <0,10,0>, 0.01
pigment { color Green }
}
#declare Blue = srgbft <0,0,1,0,0>;
#declare CylinderZ = cylinder {
<0,0,-10>, <0,0,10>, 0.01
pigment { color Blue }
}
#declare ColorImageCenter = srgbft <1,1,1,0,1>;
#declare ColorImageEdge = srgbft <1,1,1,0,0>;
#declare ColorMap_AOIfade = color_map {
[ 0 ColorImageEdge ]
[ 0.75 ColorImageEdge ]
[ 0.975 ColorImageCenter ]
[ 1 ColorImageCenter ]
}
#declare Pigment_AOIfade = pigment { aoi color_map { ColorMap_AOIfade }}
#declare Texture_AOIfade = texture { pigment { Pigment_AOIfade } }
#declare ObjCameraPlane = object {
object { PlaneCamera }
texture { Texture_AOIfade }
hollow no_shadow
}
//---
camera { Camera00 }
light_source { Light00 }
object { CylinderX }
object { CylinderY }
object { CylinderZ }
object { PlaneY }
object { ObjCameraPlane }
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