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So, this is a test for an animation. What I want is the heathaze effect you
can see in the distance on hot days. I'm not quiet sure if the effect is a
little too much and too jittery, if anyone has got a link to a RL example
I'd be happy. :-)
Anyways, the technique is simple: I just place a sphere directly on the
location of the camera and apply some normals which are translated to start
at ground-level and fade out to nothing when raising. Since the rays will
only get refracted on angular surfaces, the perturbation only takes place
where the rays hit on a normal, otherwise they just pass through the sphere.
Comments, suggestions?
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
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Attachments:
Download 'haze_test.mpg' (77 KB)
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That looks great Tim!
=Bob=
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> That looks great Tim!
Thanks! I'm not quiet sure if the effect will make it into the IRTC entry,
as it would require a near-ground view. But we'll see. I first needed a
working version before I can consider putting such effects into the
animation, and now that I know that it works, I have a choice.
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Post a reply to this message
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It sure looks like the heated air over a camp fire. Heathaze in the distance
I'm not sure I've ever seen in real life, so I don't know about that.
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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> It sure looks like the heated air over a camp fire. Heathaze in the
distance
> I'm not sure I've ever seen in real life, so I don't know about that.
Thanks! At least its recognizable, so I can be sure to be on the right
track. :-)
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Post a reply to this message
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> Anyways, the technique is simple: I just place a sphere directly on the
> location of the camera and apply some normals which are translated to start
> at ground-level and fade out to nothing when raising. Since the rays will
> only get refracted on angular surfaces, the perturbation only takes place
> where the rays hit on a normal, otherwise they just pass through the sphere.
Looks good, but isn't it easier and probably faster to use a normal in your
camera?
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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"Zeger Knaepen" <zeg### [at] studentkuleuvenacbe> wrote in message
news:414b6b22@news.povray.org...
> > Anyways, the technique is simple: I just place a sphere directly on the
> > location of the camera and apply some normals which are translated to start
> > at ground-level and fade out to nothing when raising. Since the rays will
> > only get refracted on angular surfaces, the perturbation only takes place
> > where the rays hit on a normal, otherwise they just pass through the sphere.
>
> Looks good, but isn't it easier and probably faster to use a normal in your
> camera?
never mind that, I didn't see the object isn't affected :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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