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  Transparency (Message 1 to 9 of 9)  
From: Spider
Subject: Transparency
Date: 15 Feb 1999 21:41:17
Message: <36C8D983.23B102C8@bahnhof.se>
here is the image from .general discussion.



//Spider


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From: Scott McDonald
Subject: Re: Transparency
Date: 15 Feb 1999 22:52:58
Message: <36C8EBCC.79689B5A@metrolink.com>
Spider wrote:
> 
> here is the image from .general discussion.

damned impressive.   One of these days i may understand how to do stuff
like that...


were you able to use that gargoyle scene i sent you?


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From: Ken
Subject: Re: Transparency
Date: 16 Feb 1999 04:05:07
Message: <36C93466.F0110682@pacbell.net>
Spider wrote:
> 
> here is the image from .general discussion.
> 
> //Spider

  I take it by your example you are implying that by choosing to use the
filter component instead of the transmit component there comes a point in
the procedure where it will show it's limitations as clearly evidenced by
your example. It is particularly prevalent in a single color pigment like
the red color you choose and is readily identified. I will allow you this
victory and will not argue the point with you (too much anyway).

  On the other hand if you compare the color of the light shadows for each object
as it appears on the floor you will notice that the transmit components chosen
for your textures allow virtually all light to pass through the object unaffected.
This is indicated by observing the neutral color of the shadow zone around your
objects. From this we may argue that the light is not behaving in a rational and
predictable manner.
 Why is this you may ask. In reply I can only say that it is because the light
should have the color shaded regions of the object added to the lights color
as it is travelling thorough the object. In consequence we must conclude that
using the transmit only solution is not an altogether accurate model and more
work must be done to resolve this seeming insurmountable problem.

  Now we must examine our options. A moments thought about what we have
learned tells us that perhaps we need to add some of the properties of
each component to achieve our desired goal of realism. Of course this
is the answer we have been looking for all along.

In conclusion:

 Now we know that the ideal solution will be a combination of both transmit
and filter components, in a carefully selected balance, to obtain optimum
material performance levels. A few minor changes to the color map and it
will be done.

  It is then, and only then, that all who will see it, may know the light
for what it truly is, or truly shall come to be.  :)

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Spider
Subject: Re: Transparency
Date: 16 Feb 1999 14:57:15
Message: <36C9CC4F.8099A0F2@bahnhof.se>
Scott McDonald wrote:
> 
> Spider wrote:
> >
> > here is the image from .general discussion.
> 
> damned impressive.   One of these days i may understand how to do stuff
> like that...
> 
> were you able to use that gargoyle scene i sent you?
Actually, I haven't yet tried it. I'll try as soon as I get my thumbs...

ah, lazy me.

//Spider
-- 
#declare life = rand(seed(42))*sqrt(-1);


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From: Spider
Subject: Re: Transparency
Date: 16 Feb 1999 15:12:31
Message: <36C9CFE2.25337AC5@bahnhof.se>
Ken wrote:
> 
> Spider wrote:
> >
> > here is the image from .general discussion.
> >
> > //Spider
> 
>   I take it by your example you are implying that by choosing to use the
> filter component instead of the transmit component there comes a point in
> the procedure where it will show it's limitations as clearly evidenced by
> your example.
Both methods has it's pro's and con's. My example was made to show
both(even If I think that I should have used a greater max_trace_level)
The filtering method you showed has the advantage of making the light
coloured as well, and it will provide nicer reflections and light
effects on a background, while the transparence I pointed at doesn't do
this, but instead provides a smoother shadow. I know that the scene
isn't very good for showing this, but it was only a test I made to
reassure myself of the differnces and the results.

> It is particularly prevalent in a single color pigment like
> the red color you choose and is readily identified. I will allow you this
> victory and will not argue the point with you (too much anyway).
but please do. I greatly enjoy and appreciate your comments, since they
are good and has a great deal of experience bahind it.

>   On the other hand if you compare the color of the light shadows for each object
> as it appears on the floor you will notice that the transmit components chosen
> for your textures allow virtually all light to pass through the object unaffected.
> This is indicated by observing the neutral color of the shadow zone around your
> objects. From this we may argue that the light is not behaving in a rational and
> predictable manner.
Yes, That argument is perfectly valid, and should also go in both
directions, since it always is dependant on the scene it is supposed to
fit in.

>  Why is this you may ask. In reply I can only say that it is because the light
> should have the color shaded regions of the object added to the lights color
> as it is travelling thorough the object. In consequence we must conclude that
> using the transmit only solution is not an altogether accurate model and more
> work must be done to resolve this seeming insurmountable problem.
"insurmountable" Gah, you had me bring out the lexicon for this. 
(http://www.nada.kth.se/skolverket/swe-eng.html)
Well, as well, now I know the word, but is it really so?
 
>   Now we must examine our options. A moments thought about what we have
> learned tells us that perhaps we need to add some of the properties of
> each component to achieve our desired goal of realism. Of course this
> is the answer we have been looking for all along.
Good one. I'm not sure of how to do this, since I haven't tried. Do you
have any good ideas on how to work it out for the best effect?
 
> In conclusion:
> 
>  Now we know that the ideal solution will be a combination of both transmit
> and filter components, in a carefully selected balance, to obtain optimum
> material performance levels. A few minor changes to the color map and it
> will be done.
Any tips ?

>   It is then, and only then, that all who will see it, may know the light
> for what it truly is, or truly shall come to be.  :)
Hmm, POV, may it rule forever.

//Spider
-- 
#declare life = rand(seed(42))*sqrt(-1);


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From: Ken
Subject: Re: Transparency
Date: 16 Feb 1999 15:31:55
Message: <36C9D55A.30D56588@pacbell.net>
Spider wrote:

> >  Now we know that the ideal solution will be a combination of both transmit
> > and filter components, in a carefully selected balance, to obtain optimum
> > material performance levels. A few minor changes to the color map and it
> > will be done.


I really thought the  "...to obtain optimum material performance levels"
statement was a piece of pure povetry. Alas my audience is dull and my
punditry is forever lost upon them.


> Any tips ?

Tips ? You need tips? Nooo problem cause I got tips for you.

I randomly choose numbers to plug into the color map pallet until it looks
about right to me. Ken's big secret is out. He takes wild shots in the dark
faking it all the way. In a general way of course.

 
> >   It is then, and only then, that all who will see it, may know the light
> > for what it truly is, or truly shall come to be.  :)
> Hmm, POV, may it rule forever.

Amen to that brother.
 
> //Spider
> --
> #declare life = rand(seed(42))*sqrt(-1);

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Spider
Subject: Re: Transparency
Date: 16 Feb 1999 15:50:56
Message: <36C9D8E3.9580F90C@bahnhof.se>
Ken wrote:
> 
> Spider wrote:
> 
> > >  Now we know that the ideal solution will be a combination of both transmit
> > > and filter components, in a carefully selected balance, to obtain optimum
> > > material performance levels. A few minor changes to the color map and it
> > > will be done.
> 
> I really thought the  "...to obtain optimum material performance levels"
> statement was a piece of pure povetry. Alas my audience is dull and my
> punditry is forever lost upon them.
I am to impressed to utter any humble words of gracious adoring for your
great linguistic skills, and my poor skills in this great English
language will hardly allow me to express my thoughts of this matter in a
clear form.

> > Any tips ?
> 
> Tips ? You need tips? Nooo problem cause I got tips for you.
Great, I just love learning things.
 
> I randomly choose numbers to plug into the color map pallet until it looks
> about right to me. 
Oh.. I usually start by deciding what I want, and try to break it
down(backwards engineering until I can create it)

> Ken's big secret is out. He takes wild shots in the dark
> faking it all the way. In a general way of course.
*smile*

 
> 
> > >   It is then, and only then, that all who will see it, may know the light
> > > for what it truly is, or truly shall come to be.  :)
> > Hmm, POV, may it rule forever.
> 
> Amen to that brother.
"Brother". I am honoured by you. I graciously bow to your superiority,
great Brother.
 
//Spider
-- 
#declare life = rand(seed(42))*sqrt(-1);


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From: GrimDude
Subject: Re: Transparency
Date: 16 Feb 1999 16:16:35
Message: <36c9e033.0@news.povray.org>
Do you two want to be alone? :)

As to the random color thing, I adhere to that policy as well, but at least
I start in the right neighborhood. ;)

GrimDude
vos### [at] arkansasnet


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From: Spider
Subject: Re: Transparency
Date: 16 Feb 1999 17:13:48
Message: <36C9EC51.207BDBB2@bahnhof.se>
GrimDude wrote:
> 
> Do you two want to be alone? :)
Not that much, but it seems to have become a discussion between us...
you are welcome to join, at least from my point of view(P.O.V.)

> As to the random color thing, I adhere to that policy as well, but at least
> I start in the right neighborhood. ;)
hehe.

//Spider
-- 
#declare life = rand(seed(42))*sqrt(-1);


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