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In article <388c922b@news.povray.org>, "TonyB"
<ben### [at] panama phoenix net> wrote:
> You are reffering to translucency. This can only be achieved by using
> blurred transparency available in... what a second... it isn't
> available...
> oh, Chriiiis...!
Ok, ok. I will fix up a version using a more standard syntax than my
current patch and post the changed files...when I get the time. :-)
I will put this on my to-do list. I may not have time until the
weekends, though.
I have released a patch which implements it, but it is an older syntax
which I have thought of improvements for.
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
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> In this case, it's not so much that the shade isn't translucent
> as it is that the scattered light overwhelms anything you might see through
> the shade. Real lampshades are like this, too, I think.
If you have something right up behind the shade you can see the outline. I think
that the light coming through is scattered so much that you can't tell where it's
coming from.
--
Homepage: http://www.faricy.net/~davidf/
___ ______________________________
| \ |_ <dav### [at] faricy net>
|_/avid |ontaine <ICQ 55354965>
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It seems a lot like blurred reflection; is it just as slow?
Chris Huff wrote:
> Ok, ok. I will fix up a version using a more standard syntax than my
> current patch and post the changed files...when I get the time. :-)
> I will put this on my to-do list. I may not have time until the
> weekends, though.
>
> I have released a patch which implements it, but it is an older syntax
> which I have thought of improvements for.
>
> --
> Chris Huff
> e-mail: chr### [at] yahoo com
> Web page: http://chrishuff.dhs.org/
--
Samuel Benge
E-Mail: STB### [at] aol com
Visit the still unfinished isosurface tutorial:
http://members.aol.com/stbenge
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In article <388CFA43.D8586A75@aol.com>, "SamuelT." <STB### [at] aol com>
wrote:
> It seems a lot like blurred reflection; is it just as slow?
Yes. I actually just copied over some of the blurred reflection code
into Refract() and made some very slight modifications, I didn't
actually write much.
I have gotten started on a new transparence patch, the syntax might
eventually be like this:
finish {
transparence {
transparence_blur AMOUNT
blur_samples SAMPLES
filter_pigment {PIGMENT}
transmit_pigment {PIGMENT}
}
}
I will release the code when I have the blur done, I will then make an
attempt at the filter_pigment and transmit_pigment. Those last two will
simply allow you to specify a color for the filter or transmit by using
a pigment. It might take a while, though, I have to re-learn much of the
lighting code, and account for dispersion, photons, etc.(it is based on
MegaPOV 0.3, and there are a lot of changes from the official version)
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
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>I have gotten started on a new transparence patch, the syntax might
>eventually be like this:
>finish {
> transparence {
> transparence_blur AMOUNT
> blur_samples SAMPLES
> filter_pigment {PIGMENT}
> transmit_pigment {PIGMENT}
> }
>}
This just got me thinking (actually the idea has been floating around in my
head for a while), the way reflection has been growing, wouldn't it be nice
if instead of
finish
{
reflection_type
reflection_min
reflection_max
reflect_metallic
etc.
}
we could have
finish
{
reflection
{
val / min, max
type
metallic
etc.
}
}
wouldn't it be shorter and less bothersome than reflection_x? I think that
the number of reflection parameters have gotten to a point where this would
be a good idea.
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Eric Freeman wrote:
>
> Hey all,
>
> I'm working on a lamp that I saw in a waiting room the other day. The
> problem is the lamp shade. It should be opaque in that you can't see thru
> it but transparent in that it lets light out. Is such a thing possible? Is
> this a job for media??? I'm clueless.
>
> Eric
I would use those patches in povray that are translucent, like the
bicubic patch.
Here's a example code. Have a look at the texture statement. It's only
rgb ... not rgbt.
camera {location <0,5,0>
look_at 0}
light_source {y*0.5 rgb 4}
bicubic_patch{
type 0
flatness 0.001
u_steps 4
v_steps 4
<0,0,0>,<1,1,0>,<2,1,0>,<3,0,0>,
<0,1,1>,<1,1,1>,<2,1,1>,<3,1,1>,
<0,1,2>,<1,1,2>,<2,1,2>,<3,1,2>,
<0,0,3>,<1,1,3>,<2,1,3>,<3,0,3>
texture{pigment{rgb<1.0,1.0,0.8>}
finish {ambient 0
diffuse 0.4
reflection 0}
}
translate <-1.5,0,-1.5>
}
Hope this one helps.
--
Marc Schimmler
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Attachments:
Download 'bezier.jpg' (6 KB)
Preview of image 'bezier.jpg'

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In article <388d1251@news.povray.org>, "TonyB"
<ben### [at] panama phoenix net> wrote:
> This just got me thinking (actually the idea has been floating around in
> my
> head for a while), the way reflection has been growing, wouldn't it be
> nice if instead of
>
> finish
> {
> reflection_type
> reflection_min
> reflection_max
> reflect_metallic
> etc.
> }
>
> we could have
>
> finish
> {
> reflection
> {
> val / min, max
> type
> metallic
> etc.
> }
> }
>
> wouldn't it be shorter and less bothersome than reflection_x? I think
> that
> the number of reflection parameters have gotten to a point where this
> would be a good idea.
I have done something similar to this in my reflectivity patch, which
mostly just gave a new syntax to blurred/angle-dependant reflections.
The syntax for this patch is pretty strange,though. Several things are
controlled by patterns instead of float values.
But it wouldn't be difficult at all to simply add an alternate syntax. I
don't really care for the current one...
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
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You could try adding no_shadow to the shade, then give the shade some amient
value to make it look like it's glowing from the inside, but that won't make a
defined shadow against the wall, so make a slightly smaller version that is grey
with high transmit value (but not 1) to create the shadow effect.
Just a guess at a workaround
Eric Freeman wrote:
> Hey all,
>
> I'm working on a lamp that I saw in a waiting room the other day. The
> problem is the lamp shade. It should be opaque in that you can't see thru
> it but transparent in that it lets light out. Is such a thing possible? Is
> this a job for media??? I'm clueless.
>
> Eric
> ---------------
> "A wise and frugal government, which shall restrain men from injuring one
> another, which shall leave them otherwise free to regulate their own
> pursuits of industry and improvement, and shall not take from the mouth of
> labor the bread it has earned. This is the sum of good government."
> - Thomas Jefferson
> - First inaugural address, 1801
> ---------------
> http://www.ametro.net/~ericfree
>
> [Image]
--
Josh English
eng### [at] spiritone com
"May your hopes, dreams, and plans not be destroyed by a few zeros."
Post a reply to this message
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> You could try adding no_shadow to the shade, then give the shade some amient
> value to make it look like it's glowing from the inside, but that won't make a
> defined shadow against the wall, so make a slightly smaller version that is grey
> with high transmit value (but not 1) to create the shadow effect.
Maybe keep the shadow but give it a texture with high ambience and use a gradient y
to make it brighter (more ambient) where it's closer to the bulb.
--
Homepage: http://www.faricy.net/~davidf/
___ ______________________________
| \ |_ <dav### [at] faricy net>
|_/avid |ontaine <ICQ 55354965>
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I sure appreciate everybody's input. I'm going to try all of your
suggestions and see which one (or maybe something else) works.
Eric
---------------
"A wise and frugal government, which shall restrain men from injuring one
another, which shall leave them otherwise free to regulate their own
pursuits of industry and improvement, and shall not take from the mouth of
labor the bread it has earned. This is the sum of good government."
- Thomas Jefferson
- First inaugural address, 1801
---------------
http://www.ametro.net/~ericfree
Post a reply to this message
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