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I tried it, and it worked. The fully-transparent isosurface bent light to greater
degrees towards it's middle. Problem was the edges of the isosurface showed a bit. I
couldn't get rid of the refracted dark lines of the isosurface container. Still, it
rendered in good time (compared to multiple objects of varying degrees of refraction).
Gilles Tran wrote:
> SamuelT wrote:
>
> > Wouldn't the isosurface give sharp edges?
> >
>
> I was thinking of an isosurface with very thin edges (with no ripples) and a thick
> center (with the ripples). No, I don't have the equation...
> G.
--
Samuel Benge
E-Mail: STB### [at] aol com
Visit my isosurface tutorial at http://members.aol.com/stbenge
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Mike Williams wrote in message ...
>Wasn't it SamuelT who wrote:
>The shockwaves produced by a meteor travelling at hypersonic velocity
>will actually have sharp edges, so that shouldn't be a problem.
>
>A bigger problem is that very few people (if any) have ever observed
>atmospheric disturbances caused by meteors, so it's going to be hard to
>check whether the rendering is remotely realistic. None of the meteors
>that I've seen have caused any observable atmospheric disturbances.
>
What about the comet that hit Jupiter a few years ago. I remrember some nice
pics (obviously not close up )
Gail
********************************************************************
* gsh### [at] monotix co za * Reality.dat not found *
* http://www.rucus.ru.ac.za/~gail/ * Attempting to reboot universe *
********************************************************************
* The best way to accelerate Windows NT is at 9.8 m/s^2 *
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Here's my idea on it again. Squeezed in a place for the meteor/asteroid trail. And I
noticed a small mistake before anyhow.
/* example of creating shockwave in air (faked refractive type thing only).
Just a simple way, nothing much mathematical here ;-) */
global_settings {
number_of_waves 0
}
#declare Amplitude=0.1; // amount of shockwave effect
#declare Frequency=6; // number of peaks and troughs
#declare xSize=0.5; // lengthwise curvature (or size)
#declare zSize=0.25; // crosswise curvature (more curve when less than xSize)
#declare xPos=-2; // move ripples off-center
#declare Width=0.333; // pie-slice region of air displacement (<0.475 and >=0)
#declare EntryAngle=-30; // angle of attack
#declare Placement=<0.25,0.025,0>; // offset from center, small values of x and y (no
z)
#declare N0=normal {ripples 0} // dummy normal
#declare N1=normal {ripples Amplitude frequency Frequency scale <xSize,1,zSize>
translate xPos*x}
camera {
location -z
look_at +z
normal {radial normal_map {
[Width N0][0.45 N1][0.495 N0][0.505 N0][0.55 N1][1-Width N0]
} ramp_wave rotate 90*x
rotate EntryAngle*z translate Placement}
}
// test for center of normal in camera
// sphere {<0.25,-0.075,0>,.05 pigment {color green 1} finish {ambient 1}}
light_source {<-9,90,-900>, <.5,.4,.3>}
// sky
sphere {0,1
pigment {gradient y color_map {
[0 color rgb <.9,.6,.3>]
[.1 color rgb <.7,.3,.4>]
[.3 color rgb <.3,.6,.8>]
[.6 color rgb <.2,.4,.6>]
}}
finish {ambient .5}
scale 1000
}
// ground
plane {y,-5
pigment {spotted color_map {
[0 color rgb <.5,.9,.6>]
[1 color rgb <.6,.7,.3>]
} scale 5}
finish {ambient .25 diffuse .7 phong .2 phong_size 20}
}
// meteor (test object: note that this really messes up if shockwave is intense)
union {
light_source {.1*x, <.99,.67,.33>*1.5}
sphere {0,.4 scale <15,10,10>}
cone {-x,1.1,0,.1 scale <111,10,10>}
pigment {granite color_map {
[0 color rgb <1.2,.9,.5>*1.5]
[1 color rgb <.9,.4,.1>]
} scale 15}
finish {ambient .85 metallic brilliance 3}
rotate EntryAngle*z
rotate 5*z translate <25,2.5,100> // only a guess here
no_shadow
}
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This brings to mind a good suggestion for a feature: Variable ior in media;
kind of like a ior_map. AFAIK, the ior of any object in the present versions
is constant, and in thus light won't be bent when inside an object; no
matter what media-settings exist. But if one could specify the ior along
with for example the density of the media, Povray should be able to
callulate refraction based on the current ior and the ior ahead of the
samplig ray. But this again assumes that media is sampled linarily, and that
is not trur with all types, is it?
Simen Kvaal.
kane skrev i meldingen <392b3ffd@news.povray.org>...
> I'm trying to create the disturbance to the atmosphere as a meteor
>passes through it. Kind of like ripples in the air, that sort of thing. Is
>there any way in Pov or MegPov to do this?
>
>
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Simen Kvaal wrote:
>
> This brings to mind a good suggestion for a feature: Variable ior in media;
> kind of like a ior_map.
I believe this would be possible, indeed it has been suggested before. But I
suspect it would be extremely slow, slower than scattering media, because the
calculations involved become significantly more complex.
--
Margus Ramst
Personal e-mail: mar### [at] peak edu ee
TAG (Team Assistance Group) e-mail: mar### [at] tag povray org
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Wasn't there a way in POV 3.0 to specify some more IOR-values for a surface
by using layered textures, because of IOR was in the finish-statement ...
In think I had read in the helpdocs that people were using it for "obscure
things" ...
Ok ... I don't think this will solve the problem in a correct way, but I
think it would have been an alternative ...
--
,', Jan Walzer \V/ http://wa.lzer.net ,',
',',' student of >|< mailto:jan### [at] lzer net ',','
' ComputerScience /A\ +49-177-7403863 '
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Jan Walzer wrote:
>
> Wasn't there a way in POV 3.0 to specify some more IOR-values for a surface
> by using layered textures, because of IOR was in the finish-statement ...
There was, but the result was not physically correct. The IOR only changed at
the surface, it stayed constant as the ray passed through the object's volume.
--
Margus Ramst
Personal e-mail: mar### [at] peak edu ee
TAG (Team Assistance Group) e-mail: mar### [at] tag povray org
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Simen Kvaal wrote in message <3930f206$1@news.povray.org>...
>This brings to mind a good suggestion for a feature: Variable ior in media;
>kind of like a ior_map.
See the discussions in povray.binaries.images, povray.general,
povray.programming, povray.unofficial.patches, and possibly even
povray.windows and povray.off-topic.
This has been discussed repeatedly, and the overall opinion is "Yes, it can
be done, but you really need a Cray to do it."
Mark
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So why not include it to POV ??? If the user thinks his computer is
cray-equal than he will use it... If he has no cray he should know whom's
fault it is ...
Of course, for developers it will be hard, to confirm the correctness of
this feature but why not ???
--
,', Jan Walzer \V/ http://wa.lzer.net ,',
',',' student of >|< mailto:jan### [at] lzer net ',','
' ComputerScience /A\ +49-177-7403863 '
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In article <3932c0dd@news.povray.org>, "Jan Walzer"
<wal### [at] informatik uni-halle de> wrote:
> So why not include it to POV ??? If the user thinks his computer is
> cray-equal than he will use it... If he has no cray he should know whom's
> fault it is ...
> Of course, for developers it will be hard, to confirm the correctness of
> this feature but why not ???
It is not only processor intensive, it also would be difficult to code.
A large amount of code would need to be rewritten, and it could be hard
to get things right for overlapping objects.
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/
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