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Alain <kua### [at] videotronca> wrote:
> > Alain <kua### [at] videotronca> wrote:
> >>> "Cousin Ricky" <rickysttATyahooDOTcom> wrote:
> >>>> "[GDS|Entropy]" <nomail@nomail> wrote:
> >>>>> Here is an "angry" media sky output from the Sky macro.
> >>>>
> >>>> Cecil B. DeMille worthy!
> >>>
> >>> Thank you. :)
> >>>
> >>> My goal is to build a fairly comprehensive "Environmentals" macro set that is
> >>> both simple to use and nice looking. Given that they are designed to work
> >>> together it should take a LOT of the work out of creating natural scenes, and
> >>> hopefully inspire some scenes.
> >>>
> >>> The Rocks macro is coming close to completion, for version 1 at least, and the
> >>> Terrain macro is close behind it. Next in the set is the Skies and Fogs.
> >>>
> >>> The Fog is being a little weird, because Media without a container is only
> >>> visible when looking at the plane below it, and it vanishes above the horizon.
> >>> ?! Weeeird. Very counterintuitive.
> >>>
> >>> Any idea why this is, and how to fix it? Is the only choice to bound the media?
> >>> I am guessing that this is because it is not reasonable to calculate media for
> >>> an infinite space, but I could be wrong.
> >>>
> >>
> >> You are correct on this point. Media sampling can only be computed
> >> between two deffined points. When you reatch the background, the far
> >> point is undefined, making the computation impossible.
> >>
> >> Solution : Place a background plane behond the scene. Make it no_image,
> >> no_shadow, no_refection and no_radiosity.
> >>
> >>
> >> Alain
> >
> > When I tried that, the media disappeared entirely, here is the plane I used:
> >
> > plane
> > {
> > z,
> > 100
> > no_radiosity
> > no_image
> > no_shadow
> > no_reflection
> > }
> >
> > Did I miss something?
> >
> > Thanks!
> >
> > Ian
> >
> >
> Your plane is facing away from the camera, placing the camera /inside/
> the plane.
>
> Add hollow to your plane or reverse it's normal and offset.
>
> plane{
> -z, -100 // Makes the plane face the camera
> no_radiosity no_image no_shadow no_reflection
> }
>
> OR
>
> plane{
> z, 100
> no_radiosity no_image no_shadow no_reflection
> hollow // allow media to exist "inside" the plane
> }
>
> You could also use inverse instead of hollow or revercing the plane
> orientation.
>
>
> Alain
That does make the media reappear [using either inverse or hollow], but also
retains the issue of the media vanishing above horizon. I must really be borking
this up lol! :)
Ian
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