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From: Darcy Johnston
Subject: Re: Lighthouse Scene
Date: 27 Jan 1999 21:18:08
Message: <36afc8e0.0@news.povray.org>
Johannes Hubert wrote in message <36af188d.0@news.povray.org>...
>Maybe it is a distortion rue to a wide camera angle?


I think this is likely the case, since the lighthouse is standing straight.
I'll try to fix that in the next version.

Darcy


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From: Rudy Velthuis
Subject: Re: Lighthouse Scene
Date: 28 Jan 1999 06:35:24
Message: <36b04b7c.0@news.povray.org>
Johannes Hubert schrieb in Nachricht <36af188d.0@news.povray.org>...
>Maybe it is a distortion rue to a wide camera angle?
>
>Johannes.


Something like it, yes, I think so too.
-- 
Rudy


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From: Bob and Kelly Crispen
Subject: Re: Lighthouse Scene
Date: 30 Jan 1999 01:20:27
Message: <36B2A483.26DEEAF2@hiwaay.net>
Mike wrote:

> Mikey likes it too, and he hates everything.
> 
> Ken wrote:
> 
> > Ken likes it.

Bob likes it too, but thinks the beam is just a teensy bit too
solid.
--
Bob & Kelly Crispen
cri### [at] hiwaaynet
A polar bear is just a rectangular bear in a different coordinate system.


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From: Mark Palmquist
Subject: Re: Lighthouse Scene
Date: 7 Feb 1999 18:01:32
Message: <36BE1CA3.B973B326@earthlink.net>
<HTML>
I was inspired by your post to start playing with media, I came up with
the following scene (very sparce) with what I think the beam should look
like.

<P>Would anyone like to comment on the beam effect?  any ideas are
welcome.

<P><IMG SRC="cid:par### [at] earthlinknet" HEIGHT=480 WIDTH=640>

<P>the source:

<P>//begin*******************************

<P>// Persistence of Vision Ray Tracer Scene Description File
<BR>// File: lighthouse.pov
<BR>// Vers: 3.1
<BR>// Desc: spotlight/media interaction test
<BR>// Date: 02/07/99
<BR>// Auth: Mark Palmquist
<BR>// uses bricks.inc by Jeff Lee
<BR>//
<BR>#include "colors.inc"
<BR>#include "metals.inc"
<BR>#include "glass.inc"
<BR> 

<P>camera {location < 0, 16, -600>
<BR>  right 4/3*x
<BR>  up y
<BR>  direction z
<BR>  angle 65
<BR>  look_at <0, 105, 0>
<BR>}

<P>light_source { <150, 500, 500>
<BR>  color rgb 2
<BR>  media_interaction off
<BR>  //shadowless
<BR>}

<P>#declare Lightbulb = union {
<BR>    merge {
<BR>      sphere { <0,0,0>,1 }
<BR>      cylinder { <0,0,1>, <0,0,0>, 1
<BR>        scale <0.35, 0.35, 1.0>
<BR>        translate  0.5*z
<BR>      }
<BR>      texture {
<BR>        pigment {color rgb <1,
1, 1>}
<BR>        finish {ambient .8 diffuse
.6}
<BR>      }
<BR>    }
<BR>    cylinder { <0,0,1>, <0,0,0>, 1
<BR>      scale <0.4, 0.4, 0.5>
<BR>      texture { T_Brass_1A }
<BR>      translate  1.5*z
<BR>    }
<BR>    //rotate -90*x
<BR>    scale 2
<BR>}
<BR>#declare beam=
<BR>union{
<BR>  light_source { <0, .1, 0> color rgb<1, 1, 1>*4
<BR>    spotlight
<BR>    point_at <0, 10, 0>
<BR>    radius 1
<BR>    falloff 8
<BR>    media_attenuation on
<BR>    looks_like {Lightbulb}
<BR>    }
<BR>  cone {<0,0,0>, 0, <0,1000,0>, 360 open hollow interior
{media
<BR>     {
<BR>      intervals 43
<BR>      absorption .01
<BR>      scattering {1, rgb 0.02}
<BR>      samples 1, 10
<BR>      confidence 0.9999
<BR>      variance 1/1000
<BR>      ratio 0.9
<BR>     }
<BR>     }
<BR>     pigment{Clear}
<BR>  }
<BR>  rotate <0,0,-93>
<BR>}

<P>#declare newBrickMidtone=colour rgb <0.60,0.60,0.60>
<BR>#declare newBrickHighlight=colour rgb <0.75,0.70,0.70>
<BR>#declare newBrickLowlight=colour rgb <0.35,0.35,0.35>
<BR>#include "bricks.inc" //Author: Jeff Lee
<BR> 
<BR>#declare lighthouse=
<BR>union{
<BR>  object { beam translate <12.1,110,0>}
<BR>  cone {<0,0,0>, 20, <0,100,0>, 15 texture { T_newBrick
scale <1,2,18>}}
<BR>  merge{
<BR>    cylinder{  100*y,  120*y,  12 texture
{T_Glass3}}
<BR>    difference {
<BR>      sphere { 120*y, 12}
<BR>      box { <-15,100,-15>  <-15,120,-15>}
<BR>      texture {T_Brass_3C}
<BR>    }
<BR>  }
<BR>}

<P>object {lighthouse translate <-200,0,0>}

<P>//end*******************************

<P>Darcy Johnston wrote:
<BLOCKQUOTE TYPE=CITE>Well, some time ago, I posted an image depicting
my model of the Hatteras
<BR>lighthouse. Here it is again in a scene.

<P>Please let me know what you think of it.
<BR>Thanks,
<BR>Darcy
<BR>djo### [at] inamecomNOSPAM
<BR><A
HREF="http://www.geocities.com/SiliconValley/Sector/4317">http://www.geocities.com/SiliconValley/Sector/4317</A></BLOCKQUOTE>
 </HTML>


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From: Spider
Subject: Re: Lighthouse Scene
Date: 7 Feb 1999 21:31:27
Message: <36BE4B4C.697E806A@bahnhof.se>
Very nice image, and I agree with you on the light, but I'd make it go
even further out, since it is not a very good comparison wiht the
lighthouse and the length of the beam..

Can you please post with all images as attachments, and with only plain
text when you send ?
There has been much argumants about this erlier, and several of the
people on the newsgroup has readers that don't support html, or pay by
the minute, and therefore is put at an disadvangtage when you post like
this..

//Spider

Mark Palmquist wrote:
> 
> I was inspired by your post to start playing with media, I came up
> with the following scene (very sparce) with what I think the beam
> should look like.
> 
> Would anyone like to comment on the beam effect?  any ideas are
> welcome.
> 
> [Image]
> 
> the source:
> 
> //begin*******************************
> 
> // Persistence of Vision Ray Tracer Scene Description File
> // File: lighthouse.pov
> // Vers: 3.1
> // Desc: spotlight/media interaction test
> // Date: 02/07/99
> // Auth: Mark Palmquist
> // uses bricks.inc by Jeff Lee
> //
> #include "colors.inc"
> #include "metals.inc"
> #include "glass.inc"
> 
> 
> camera {location < 0, 16, -600>
>   right 4/3*x
>   up y
>   direction z
>   angle 65
>   look_at <0, 105, 0>
> }
> 
> light_source { <150, 500, 500>
>   color rgb 2
>   media_interaction off
>   //shadowless
> }
> 
> #declare Lightbulb = union {
>     merge {
>       sphere { <0,0,0>,1 }
>       cylinder { <0,0,1>, <0,0,0>, 1
>         scale <0.35, 0.35, 1.0>
>         translate  0.5*z
>       }
>       texture {
>         pigment {color rgb <1, 1, 1>}
>         finish {ambient .8 diffuse .6}
>       }
>     }
>     cylinder { <0,0,1>, <0,0,0>, 1
>       scale <0.4, 0.4, 0.5>
>       texture { T_Brass_1A }
>       translate  1.5*z
>     }
>     //rotate -90*x
>     scale 2
> }
> #declare beam=
> union{
>   light_source { <0, .1, 0> color rgb<1, 1, 1>*4
>     spotlight
>     point_at <0, 10, 0>
>     radius 1
>     falloff 8
>     media_attenuation on
>     looks_like {Lightbulb}
>     }
>   cone {<0,0,0>, 0, <0,1000,0>, 360 open hollow interior {media
>      {
>       intervals 43
>       absorption .01
>       scattering {1, rgb 0.02}
>       samples 1, 10
>       confidence 0.9999
>       variance 1/1000
>       ratio 0.9
>      }
>      }
>      pigment{Clear}
>   }
>   rotate <0,0,-93>
> }
> 
> #declare newBrickMidtone=colour rgb <0.60,0.60,0.60>
> #declare newBrickHighlight=colour rgb <0.75,0.70,0.70>
> #declare newBrickLowlight=colour rgb <0.35,0.35,0.35>
> #include "bricks.inc" //Author: Jeff Lee
> 
> #declare lighthouse=
> union{
>   object { beam translate <12.1,110,0>}
>   cone {<0,0,0>, 20, <0,100,0>, 15 texture { T_newBrick scale
> <1,2,18>}}
>   merge{
>     cylinder{  100*y,  120*y,  12 texture {T_Glass3}}
>     difference {
>       sphere { 120*y, 12}
>       box { <-15,100,-15>  <-15,120,-15>}
>       texture {T_Brass_3C}
>     }
>   }
> }
> 
> object {lighthouse translate <-200,0,0>}
> 
> //end*******************************
> 
> Darcy Johnston wrote:
> 
> > Well, some time ago, I posted an image depicting my model of the
> > Hatteras
> > lighthouse. Here it is again in a scene.
> >
> > Please let me know what you think of it.
> > Thanks,
> > Darcy
> > djo### [at] inamecomNOSPAM
> > http://www.geocities.com/SiliconValley/Sector/4317
> 
>


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From: Bob Hughes
Subject: Re: Lighthouse Scene
Date: 7 Feb 1999 23:16:17
Message: <36BE64ED.6E7B3C19@aol.com>
I see you're keeping the tilted lighthouse though ;)
Spiders may be right, and maybe not. The beam crosses nearly
perpendicular, I would suppose, to the observer due to the perspective
camera angle. This would be seen as a much diminished beam at such a
point. Are you using 'scattering' type 5? If not, you might want to try
it out, and set 'eccentricity' to greater than 0.

Mark Palmquist wrote:
> 
> I was inspired by your post to start playing with media, I came up
> with the following scene (very sparce) with what I think the beam
> should look like.
> 
> Would anyone like to comment on the beam effect?  any ideas are
> welcome.
> 
> [Image]
> 
> the source:
> 
> //begin*******************************
> 
> // Persistence of Vision Ray Tracer Scene Description File
> // File: lighthouse.pov
> // Vers: 3.1
> // Desc: spotlight/media interaction test
> // Date: 02/07/99
> // Auth: Mark Palmquist
> // uses bricks.inc by Jeff Lee
> //
> #include "colors.inc"
> #include "metals.inc"
> #include "glass.inc"
> 
> 
> camera {location < 0, 16, -600>
>   right 4/3*x
>   up y
>   direction z
>   angle 65
>   look_at <0, 105, 0>
> }
> 
> light_source { <150, 500, 500>
>   color rgb 2
>   media_interaction off
>   //shadowless
> }
> 
> #declare Lightbulb = union {
>     merge {
>       sphere { <0,0,0>,1 }
>       cylinder { <0,0,1>, <0,0,0>, 1
>         scale <0.35, 0.35, 1.0>
>         translate  0.5*z
>       }
>       texture {
>         pigment {color rgb <1, 1, 1>}
>         finish {ambient .8 diffuse .6}
>       }
>     }
>     cylinder { <0,0,1>, <0,0,0>, 1
>       scale <0.4, 0.4, 0.5>
>       texture { T_Brass_1A }
>       translate  1.5*z
>     }
>     //rotate -90*x
>     scale 2
> }
> #declare beam=
> union{
>   light_source { <0, .1, 0> color rgb<1, 1, 1>*4
>     spotlight
>     point_at <0, 10, 0>
>     radius 1
>     falloff 8
>     media_attenuation on
>     looks_like {Lightbulb}
>     }
>   cone {<0,0,0>, 0, <0,1000,0>, 360 open hollow interior {media
>      {
>       intervals 43
>       absorption .01
>       scattering {1, rgb 0.02}
>       samples 1, 10
>       confidence 0.9999
>       variance 1/1000
>       ratio 0.9
>      }
>      }
>      pigment{Clear}
>   }
>   rotate <0,0,-93>
> }
> 
> #declare newBrickMidtone=colour rgb <0.60,0.60,0.60>
> #declare newBrickHighlight=colour rgb <0.75,0.70,0.70>
> #declare newBrickLowlight=colour rgb <0.35,0.35,0.35>
> #include "bricks.inc" //Author: Jeff Lee
> 
> #declare lighthouse=
> union{
>   object { beam translate <12.1,110,0>}
>   cone {<0,0,0>, 20, <0,100,0>, 15 texture { T_newBrick scale
> <1,2,18>}}
>   merge{
>     cylinder{  100*y,  120*y,  12 texture {T_Glass3}}
>     difference {
>       sphere { 120*y, 12}
>       box { <-15,100,-15>  <-15,120,-15>}
>       texture {T_Brass_3C}
>     }
>   }
> }
> 
> object {lighthouse translate <-200,0,0>}
> 
> //end*******************************
> 
> Darcy Johnston wrote:
> 
> > Well, some time ago, I posted an image depicting my model of the
> > Hatteras
> > lighthouse. Here it is again in a scene.
> >
> > Please let me know what you think of it.
> > Thanks,
> > Darcy
> > djo### [at] inamecomNOSPAM
> > http://www.geocities.com/SiliconValley/Sector/4317
> 
> 

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/POVring.htm
=Bob


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From: Ken
Subject: Re: Lighthouse Scene
Date: 8 Feb 1999 00:56:25
Message: <36BE7C48.D2EBED3A@pacbell.net>
Bob Hughes wrote:
> 
> I see you're keeping the tilted lighthouse though ;)
> Spiders may be right, and maybe not. The beam crosses nearly
> perpendicular, I would suppose, to the observer due to the perspective
> camera angle. This would be seen as a much diminished beam at such a
> point. Are you using 'scattering' type 5? If not, you might want to try
> it out, and set 'eccentricity' to greater than 0.

The original lighthouse was posted by Darcy Johnston...

The tilting you see is only an illusion created by it's proximity to
the left side of the image demarcation line. The lighthouse wall has
a tapered edge. The image edge is straight. If you concentrate your
focus on the center of the screen instead of the lighthouse object you
will percieve it as verticaly straight. If you concentrate your focus
on the lighthouse object your eyes evaluate the angle of the lighthouse
in relation to the image edge and you are tricked into thinking the
lighthouse is tilted. Change your thinking, not the object, and you
will find there is nothing wrong with it's orientation.


Ken Tyler over and out.


Post a reply to this message

From: Mark Palmquist
Subject: Re: Lighthouse Scene
Date: 8 Feb 1999 02:16:39
Message: <36BE90B5.CA8B192C@earthlink.net>
Sorry about posting the image in the post, in netscape how to attach
pictures?,  not in the menus that I could find.

I agree, this was mostly an image for the 'beam' the lighthouse was for
reference only.

Spider wrote:

> Very nice image, and I agree with you on the light, but I'd make it go
> even further out, since it is not a very good comparison wiht the
> lighthouse and the length of the beam..
>
> Can you please post with all images as attachments, and with only plain
> text when you send ?
> There has been much argumants about this erlier, and several of the
> people on the newsgroup has readers that don't support html, or pay by
> the minute, and therefore is put at an disadvangtage when you post like
> this..
>
> //Spider
>
> Mark Palmquist wrote:
> >
> > I was inspired by your post to start playing with media, I came up
> > with the following scene (very sparce) with what I think the beam
> > should look like.
> >
> > Would anyone like to comment on the beam effect?  any ideas are
> > welcome.
> >
> > [Image]
> >
> > the source:
> >
> > //begin*******************************
> >
> > // Persistence of Vision Ray Tracer Scene Description File
> > // File: lighthouse.pov
> > // Vers: 3.1
> > // Desc: spotlight/media interaction test
> > // Date: 02/07/99
> > // Auth: Mark Palmquist
> > // uses bricks.inc by Jeff Lee
> > //
> > #include "colors.inc"
> > #include "metals.inc"
> > #include "glass.inc"
> >
> >
> > camera {location < 0, 16, -600>
> >   right 4/3*x
> >   up y
> >   direction z
> >   angle 65
> >   look_at <0, 105, 0>
> > }
> >
> > light_source { <150, 500, 500>
> >   color rgb 2
> >   media_interaction off
> >   //shadowless
> > }
> >
> > #declare Lightbulb = union {
> >     merge {
> >       sphere { <0,0,0>,1 }
> >       cylinder { <0,0,1>, <0,0,0>, 1
> >         scale <0.35, 0.35, 1.0>
> >         translate  0.5*z
> >       }
> >       texture {
> >         pigment {color rgb <1, 1, 1>}
> >         finish {ambient .8 diffuse .6}
> >       }
> >     }
> >     cylinder { <0,0,1>, <0,0,0>, 1
> >       scale <0.4, 0.4, 0.5>
> >       texture { T_Brass_1A }
> >       translate  1.5*z
> >     }
> >     //rotate -90*x
> >     scale 2
> > }
> > #declare beam=
> > union{
> >   light_source { <0, .1, 0> color rgb<1, 1, 1>*4
> >     spotlight
> >     point_at <0, 10, 0>
> >     radius 1
> >     falloff 8
> >     media_attenuation on
> >     looks_like {Lightbulb}
> >     }
> >   cone {<0,0,0>, 0, <0,1000,0>, 360 open hollow interior {media
> >      {
> >       intervals 43
> >       absorption .01
> >       scattering {1, rgb 0.02}
> >       samples 1, 10
> >       confidence 0.9999
> >       variance 1/1000
> >       ratio 0.9
> >      }
> >      }
> >      pigment{Clear}
> >   }
> >   rotate <0,0,-93>
> > }
> >
> > #declare newBrickMidtone=colour rgb <0.60,0.60,0.60>
> > #declare newBrickHighlight=colour rgb <0.75,0.70,0.70>
> > #declare newBrickLowlight=colour rgb <0.35,0.35,0.35>
> > #include "bricks.inc" //Author: Jeff Lee
> >
> > #declare lighthouse=
> > union{
> >   object { beam translate <12.1,110,0>}
> >   cone {<0,0,0>, 20, <0,100,0>, 15 texture { T_newBrick scale
> > <1,2,18>}}
> >   merge{
> >     cylinder{  100*y,  120*y,  12 texture {T_Glass3}}
> >     difference {
> >       sphere { 120*y, 12}
> >       box { <-15,100,-15>  <-15,120,-15>}
> >       texture {T_Brass_3C}
> >     }
> >   }
> > }
> >
> > object {lighthouse translate <-200,0,0>}
> >
> > //end*******************************
> >
> > Darcy Johnston wrote:
> >
> > > Well, some time ago, I posted an image depicting my model of the
> > > Hatteras
> > > lighthouse. Here it is again in a scene.
> > >
> > > Please let me know what you think of it.
> > > Thanks,
> > > Darcy
> > > djo### [at] inamecomNOSPAM
> > > http://www.geocities.com/SiliconValley/Sector/4317
> >
> >


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From: Mark Palmquist
Subject: Re: Lighthouse Scene
Date: 8 Feb 1999 02:22:21
Message: <36BE920D.C5A9EACE@earthlink.net>
nope, just default type 1.  I will experiment more with scattering types
and see what develops.  Thanks for the insight, and about the tilt, it's an
illusion as can be seen from the source :), does look like leaning tower of
pizza though !:)!

Bob Hughes wrote:

> I see you're keeping the tilted lighthouse though ;)
> Spiders may be right, and maybe not. The beam crosses nearly
> perpendicular, I would suppose, to the observer due to the perspective
> camera angle. This would be seen as a much diminished beam at such a
> point. Are you using 'scattering' type 5? If not, you might want to try
> it out, and set 'eccentricity' to greater than 0.


Post a reply to this message

From: Mark Palmquist
Subject: Re: Lighthouse Scene
Date: 8 Feb 1999 02:24:38
Message: <36BE9295.A319DC04@earthlink.net>
Yes, Darcy did create the original image, I hope this will clear that up.

Sorry Darcy if they thought it was my scene originally.

Ken wrote:

> Bob Hughes wrote:
> >
> > I see you're keeping the tilted lighthouse though ;)
> > Spiders may be right, and maybe not. The beam crosses nearly
> > perpendicular, I would suppose, to the observer due to the perspective
> > camera angle. This would be seen as a much diminished beam at such a
> > point. Are you using 'scattering' type 5? If not, you might want to try
> > it out, and set 'eccentricity' to greater than 0.
>
> The original lighthouse was posted by Darcy Johnston...
>
> The tilting you see is only an illusion created by it's proximity to
> the left side of the image demarcation line. The lighthouse wall has
> a tapered edge. The image edge is straight. If you concentrate your
> focus on the center of the screen instead of the lighthouse object you
> will percieve it as verticaly straight. If you concentrate your focus
> on the lighthouse object your eyes evaluate the angle of the lighthouse
> in relation to the image edge and you are tricked into thinking the
> lighthouse is tilted. Change your thinking, not the object, and you
> will find there is nothing wrong with it's orientation.
>
> Ken Tyler over and out.


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