POV-Ray : Newsgroups : moray.win : fire screen problem : Re: fire screen problem Server Time
28 Jul 2024 18:18:42 EDT (-0400)
  Re: fire screen problem  
From: Mike Weber
Date: 24 Feb 2000 14:46:57
Message: <38b58ab1@news.povray.org>
You can create a texture with trasnparency to do that.  Should take about
5-10 minutes...

Mike

"Steve Clarke" <scl### [at] teleportcom> wrote in message
news:38b585c0@news.povray.org...
> Hello all,
> I'm modeling an interior scene in Rhino 1.1  that contains a small wood
> stove type fireplace.  The stove has a screen over it's opening.  I'm
> debating on whether to create the screen with simple geometry for realism,
> or to find a shader with opacity and displacement mapping.
>
> My question to this group would be: Is there a shader available within
> Moray/povray that would allow me to see through the screen to the interior
> of the fireplace?
>
> I've put this question to the Rhino newsgroup and have had some good
> suggestions which I've pasted below:
>
>
>
> HI Steve- I guess it depends upon the density of the screen- if it looks
> like adding too much tiny geometry then you are probably better off with
> scrren texture, but if it's a biggish screen and the views you are
planning
> are close, then geometry might make more sense.
>
> -Pascal
>
>
> Hi Steve,
>
>
> > I'm modeling a wood burning stove that has a screen over its opening.
I'm
> > curious whether I should create a patch surface over the screen and then
> > apply a screen shader, or if I should create a screen type geometry and
> > apply a simple metal shader to the screen.  Any thoughts?
>
> I just completed a screen for a center channel speaker. I wouldn't model
> it in complete 3d or even as a plane with holes. I crashed Rhino trying
> it, just too many surfaces for rhino. But I did create the grill work in
> Rhino using 2d curves, even these became hard to manipulate because you
> will have to make a lot of them to resemble a real screen. I then saved
> the file as .ai and brought it into Photoshop and created a targa image
> that I used as an alpha channel in max.
>
> Sincerely,
> Roland Montijo,
> Rol### [at] aolcom
>
> It looks like I've stumbled over a problem area.  My goal would be to be
> able to see through the screen to the objects inside the stove like the
> grate and maybe a log or two, just as in real life.  It seems that a
shader
> over a surface would be opaque.  Could make a fret work of  small pipes
from
> arrayed lines. Using fewer than normal pipes.   I'm not sure I understand
> the use of the alpha channel and how it might be employed  in Moray which
> I'm using.  Perhaps this is something I should study up on.
>
> Thanks for your thoughts.
>
> later,
> Steve Clarke
> Gresham, Oregon
>
> Hi Steve
>
>
> >>I'm not sure I understand the use of the alpha channel and how it might
be
> employed  in Moray which
> I'm using.  Perhaps this is something I should study up on.<<
>
> Sorry I don't know Moray but perhaps it supports transparency mapping
> someone on this list might know. Basically transparency mapping/alpha
> channeling drops out all the black pixels or whatever pixels you choose
> in a bitmap so that when your rendering program renders the image the
> final rendering lets you see through the applied bitmap where the black
> pixels would be. This ends up saving large amounts of geometry and thus
> rendering faster because you are using a bitmap to supply the
> information.
>
> This is also a technique you see used for outdoor or plant scenes where
> the computer just can't cope with all the millions of leaves.
>
> Sincerely,
> Roland Montijo
> Rol### [at] aolcom
>
> On Wed, 23 Feb 2000 21:47:21 -0800, "Steve Clarke"
> <scl### [at] teleportcom> wrote:
>
> >It looks like I've stumbled over a problem area.  My goal would be to be
> >able to see through the screen to the objects inside the stove like the
> >grate and maybe a log or two, just as in real life.  It seems that a
shader
> >over a surface would be opaque.  Could make a fret work of  small pipes
> from
> >arrayed lines. Using fewer than normal pipes.
>
> To get an idea what Rhino takes cool as a number of pipes see
> attached.
>
> steff
> (attachment not included for sake of bandwidth sc)
>
> Steve Clarke <scl### [at] teleportcom> wrote:
> >...
> > over a surface would be opaque.  Could make a fret work of  small pipes
> from
> > arrayed lines. Using fewer than normal pipes.
> >...
>
> I think you could also just make an array of narrow Plane or 3DFace
> objects. They will be black anyway, right?
> The simpler the screen geometry, the faster it will mesh and render.
>
> -Mikko
>
> Mikko Oksanen
> Robert McNeel & Associates
>
>
>
> Steve,
>
> If your using a renderer that does opacity and displacement mapping.
> You can create a 2d texture of the screen you want and use it as a bump
> map and an opactiy map.  I've done this a lot and it lets you see
> through the holes, and really looks cool.  Plus there's no extra
> geometry to build.
>
> The new version of Bmrt comes with a shader that has that capability.
>
> Maybe an option...
>
> Brian Perry
>
>
>
>


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