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Jide wrote:
>
> Was playing with Cristoph Hormanns water function.
> Went for the height_field approach to save time too.
> A bit of tweaking here and there + photons.
Nice, how many waves did you use?
> Rendertime for 100 frames was a bit over 1 and half
> hours.
Heightfield generated in POV? How long did it parse per frame?
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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Christoph Hormann wrote
> Jide wrote:
> >
> > Was playing with Cristoph Hormanns water function.
> > Went for the height_field approach to save time too.
> > A bit of tweaking here and there + photons.
>
> Nice, how many waves did you use?
Only 40. With more waves the function multiplier has to be
changed because Pov seems to kind of 'wrap' the output to [0,1]
and as much I liked tampering with the settings I'd be easier if
I knew the possible max/min values of the function for different
numbers of waves. I'm propably not making any sense ?
> > Rendertime for 100 frames was a bit over 1 and half
> > hours.
>
> Heightfield generated in POV? How long did it parse per frame?
I can get the statistics only for the 7 first frames from the rerun dialog
and the times are between 12.0 and 12.7 seconds (Athlong 1.4 GHz).
And that's for 512*512 hf so not too bad.
-Jide
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Jide
> Was playing with Cristoph Hormanns water function.
> Went for the height_field approach to save time too.
> A bit of tweaking here and there + photons.
> Rendertime for 100 frames was a bit over 1 and half
> hours.
Too fast. Now add scattering media. ;-)
--
Jonathan.
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JRG wrote
> Now add scattering media. ;-)
I've been trying it with scattering media but I can't
get visible light beams :(
-Jide
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Try media 100 in the global_settings photons block.
"Jide" <jid### [at] kotisoonfi> ha scritto nel messaggio
news:3c00f1b4@news.povray.org...
>
> JRG wrote
> > Now add scattering media. ;-)
>
> I've been trying it with scattering media but I can't
> get visible light beams :(
>
> -Jide
>
>
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JRG wrote
> Try media 100 in the global_settings photons block.
>
Had it in there already.
-Jide
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> JRG wrote
> > Try media 100 in the global_settings photons block.
> >
>
> Had it in there already.
>
> -Jide
Also be sure to put
photons {
target
refraction on
reflection on //off?
}
in the height field. Oh... you may also have problems if the height field
doesn't go all the way "down" to the bottom of the container. You'll need a
plane at the top of the water or something.
But there's a bug with media photons. I've mentioned it a few times, but it
doesn't seem to get on the known bugs list... they make the media too
bright, somehow. (If you encounter this bug too, *please* post it in the
beta group, and i'll confirm it for you, so they'll put it on the list...)
(I wish they'd fix it, because I've got this *awesome* picture that I can
finish once they do.)
- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]
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Have you put hollow inside the heightfield block?
--
Jonathan.
"Jide" <jid### [at] kotisoonfi> ha scritto nel messaggio
news:3c027b3f$1@news.povray.org...
>
> JRG wrote
> > Try media 100 in the global_settings photons block.
> >
>
> Had it in there already.
>
> -Jide
>
>
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Slime wrote:
> (I wish they'd fix it, because I've got this *awesome* picture that I can
> finish once they do.)
...which explains why they don't intend to fix it... ;)
--
Jonathan.
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JRG wrote
> Have you put hollow inside the heightfield block?
Yep. I think I have remembered everything. Here's the
relevant code conserning mdeia and photons.
global_settings {
photons {
spacing 0.0075
jitter 0.5
media 100
}
}
#declare M_Watx =
material {
yadda yadda
media {
method 3
samples 5,5
intervals 1
scattering { 2, rgb <0.1,0.18,0.2> }
collect on
}
}
height_field {
yadda yadda
hollow
material { M_Watx }
photons {
target
reflection off
refraction on
collect off // I suspected this might be it but I doesn't seem to
matter
}
}
-Jide
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