On 8/18/20 6:21 AM, BayashiPascal wrote:
> After Thomas' splines in isosurfaces, they are quite popular nowadays ! ;-)
Yes, with povr been trying to remove some of the longstanding code
issues and functional limitations. We'll see.
> Your cloud looks more like smoke to me but the idea is very interesting. Thanks
> for sharing.
Yes, think you are right. The core issue is similar to what Kima has
been asking about with color depth and banding. With isosurfaces, even
forcing a lot of rays to be shot, you always have discrete shapes /
grains at locations, unlike a media density of some kind. The isosurface
jitter feature of povr helps a little with this, but it currently
jitters only 'within' the accuracy amount.
If I apply some gaussian blurring with POV-Ray or external tool, I get
something looking more cloud like, but not quite right on the fuzzy
side. I could too probably help the cloud look by using some overall
haze, but for this I wanted to better see the cloud structure. To
explore / push the technique some.
I'll attach another variant where I cranked down on the gradient and
accuracy while adding a second much smaller violent turbulence. To my
eye less cloud like still, but interesting too. Not really sure what it
looks like... Fuzzy fabric?
Aside: I reworked the fog feature in povr. Everything with it is depth
based, but I have this rough idea forming in my head we might be able to
do something interesting combining fog with isosurfaces of the fuzzy
kind - maybe where some are all of the fuzzy shapes are transparent.
Anyway, an idea for another day.
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