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In March 2002 I was tinkering with a cool wormhole portal effect that I
planned to use in some great animation I'd supposedly be making (with a
storyline and everything). But somehow it never happened.
Well, Slime's recent post here "Reflection fun" reminded me of it, and I
decided to make a few adjustments and then post an animation showcasing the
effect, since it is pretty cool afterall - storyline or not. Oh, and forgive
me for the ugly checkered testing environment in one of the two worlds.
The tricks used in this animation are not exactly simple, and I'm pretty
sure you'll never guess how I did it. Hehehe...
Have a nice jurney!
http://runevision.com/3d/anims/
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk
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"Rune" <run### [at] runevisioncom> wrote:
> The tricks used in this animation are not exactly simple, and I'm pretty
> sure you'll never guess how I did it. Hehehe...
>
I like this! And you are right about not guessing the tricks. Will you ever
reveal the secret or will you keep it classified like your Hologram
Projector?
Actually there seem to be lots of tricks. I liked the viewpoint changing to
the other Universe and the shadows being correct w.r.t. their own light
source.
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WOW!
Nice one Rune! Keep up the good work. :)
~Steve~
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Pretty crazy. If I had to guess how you did it, I'd say you made one of the
environments no_image and the other no_reflection, and then made the portal
object reflective, switching the no_image/no_reflection at the moment that
the camera goes through the portal.
The portal itself seems to start off as a sphere, but definitely changes
shape (you can see this especially in the shadow). I think part of it
flattens out just before the ship goes "through" it, so that you were able
to merge the no_image ship with the no_reflection ship perfectly.
As for the visual warping of the background before the portal appears, I
have to assume you used nested objects with increasing ior, or maybe managed
to use a disc with some sort of interpolated ior. Or maybe you used an
object with a constant ior but a changing shape to control which camera rays
bent and how much.
Neat =)
- Slime
[ http://www.slimeland.com/ ]
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Slime wrote:
> Pretty crazy. If I had to guess how you did it, I'd say you made one
> of the environments no_image and the other no_reflection, and then
> made the portal object reflective, switching the
> no_image/no_reflection at the moment that the camera goes through the
> portal.
In theory this works in some cases, but in reality too many problems arise.
Either the two landscapes will have coincident surfaces, or else one will
cast shadows on the other, unless you give them no_shadow, but then you
loose the shadows. Some complex light_group system might work in some cases,
but I doubt it...
> The portal itself seems to start off as a sphere, but definitely
> changes shape (you can see this especially in the shadow). I think
> part of it flattens out just before the ship goes "through" it, so
> that you were able to merge the no_image ship with the no_reflection
> ship perfectly.
That's true. I had to use an isosurface for the shape. Torus+cylinder
doesn't work, as it gives curvature discontinuity, which is very visible on
reflective surfaces.
> As for the visual warping of the background before the portal
> appears, I have to assume you used nested objects with increasing
> ior, or maybe managed to use a disc with some sort of interpolated
> ior. Or maybe you used an object with a constant ior but a changing
> shape to control which camera rays bent and how much.
1) An object has to have some ior to bend rays.
2) Variable ior is not possible in POV-Ray.
How do you get a smooth transition between the distorted area and the
non-distorted area then?
Well, the only case where an object with ior can avoid bending a ray, is if
the ray is perpendicular to the surface. So I used a sphere centered at the
camera location and applied a normal to that. The radius of the sphere
equals the distance from the camera to the portal. I then intersected it
with a cone with its tip at the camera location, as well as another slightly
larger sphere. Viola! You have an object which has ior and yet does not bend
rays, except for the normal you specify. I then used a normal which is
strong in the center and fades out at the rim.
> Neat =)
Thank you! :)
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk
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> In theory this works in some cases, but in reality too many problems
arise.
> Either the two landscapes will have coincident surfaces, or else one will
> cast shadows on the other, unless you give them no_shadow, but then you
> loose the shadows.
Good point, I forgot about shadows.
> Some complex light_group system might work in some cases,
> but I doubt it...
So then how *did* you do it? You had to model the environment in a way in
which it could be reflected, otherwise the portal wouldn't have looked like
it was reflecting it. (So that seems to rule out using an intersection with
a complicated shape to only show the environment behind the portal and not
next to it.) Did you do it in one rendering pass?
> 2) Variable ior is not possible in POV-Ray.
Remembering that, I threw in
> > Or maybe you used an object with a constant ior but a changing
> > shape to control which camera rays bent and how much.
and was thinking of exactly the type of object you described. =)
Unfortunately, that wouldn't work if viewed through a reflective object, but
that wasn't a problem in your scene.
- Slime
[ http://www.slimeland.com/ ]
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Slime wrote:
> So then how *did* you do it?
> Did you do it in one rendering pass?
No, in two rendering passes... :)
> and was thinking of exactly the type of object you described. =)
Ah. :)
> Unfortunately, that wouldn't work if viewed through a reflective
> object, but that wasn't a problem in your scene.
Right.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk
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Darren New wrote:
> Most awesome. Of course, the spaceship was rather cartoonish, so I
> interpreted it as "cartoon explorers returning home after checking out
> the real world." :-) Kind of rushers-of-din like.
I've made a new version of the animation, still at the same place:
http://runevision.com/3d/anims/
It has a new spaceship or whatever it is which is not as cartoonish.
I'm not familiar with rushers-of-din...
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk
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Cool Rune,
your site was one of the first i ended up at after downloading pov.
Nice effects...all of them.
now just to think like a worm hole....
did you use a factual model or your own idea to get the effect.
ie . did you base the effect on real blackhole physics..
event horizons etc. :)
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