POV-Ray : Newsgroups : povray.binaries.animations : Heathaze (76kb) Server Time
18 Jul 2024 18:37:16 EDT (-0400)
  Heathaze (76kb) (Message 1 to 7 of 7)  
From: Tim Nikias
Subject: Heathaze (76kb)
Date: 16 Sep 2004 08:36:18
Message: <414988c2@news.povray.org>
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)

From: =Bob=
Subject: Re: Heathaze (76kb)
Date: 16 Sep 2004 09:10:45
Message: <414990d5@news.povray.org>
That looks great Tim!
=Bob=


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From: Tim Nikias
Subject: Re: Heathaze (76kb)
Date: 16 Sep 2004 09:57:37
Message: <41499bd1$1@news.povray.org>
> 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>


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From: Rune
Subject: Re: Heathaze (76kb)
Date: 16 Sep 2004 17:09:46
Message: <414a011a$1@news.povray.org>
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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From: Tim Nikias
Subject: Re: Heathaze (76kb)
Date: 16 Sep 2004 17:48:37
Message: <414a0a35@news.povray.org>
> 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>


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From: Zeger Knaepen
Subject: Re: Heathaze (76kb)
Date: 17 Sep 2004 18:54:26
Message: <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?

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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From: Zeger Knaepen
Subject: Re: Heathaze (76kb)
Date: 17 Sep 2004 18:56:40
Message: <414b6ba8@news.povray.org>
"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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