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Greetings,
For those interested in this sort of thing...this is the result of
another sunset exercise in MegaPOV (actually, only the HF texture really
depends on the patch). The object was to simulate distorting the effects
of atmospheric refraction on the sun disc near the horizon.
Post processing note: Probably because of the low viewing angle (and I
don't know what else) there were some white speckles (cracks?) in the
HF. These were removed.
- Abe
Post a reply to this message
Attachments:
Download 'sunset.jpg' (40 KB)
Preview of image 'sunset.jpg'

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>Greetings,
>
>For those interested in this sort of thing...this is the result of
>another sunset exercise in MegaPOV (actually, only the HF texture really
>depends on the patch). The object was to simulate distorting the effects
>of atmospheric refraction on the sun disc near the horizon.
How did you do that?
Post a reply to this message
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Excellent, excellent work!
Jim
--
Abe <bul### [at] taconic net> wrote in message
news:3893C060.27C130BC@taconic.net...
> Greetings,
>
> For those interested in this sort of thing...this is the result of
> another sunset exercise in MegaPOV (actually, only the HF texture really
> depends on the patch). The object was to simulate distorting the effects
> of atmospheric refraction on the sun disc near the horizon.
>
> Post processing note: Probably because of the low viewing angle (and I
> don't know what else) there were some white speckles (cracks?) in the
> HF. These were removed.
>
> - Abe
----------------------------------------------------------------------------
----
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"TonyB" <ben### [at] panama c-com net> wrote in message
news:3893c4d6@news.povray.org...
| How did you do that?
I'll guess it's a plane placed beyond the HF with a gradient y normal map having
a more perturbed pattern near the horizon than above it.
Bob
Post a reply to this message
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yep source us guy...?
particularly, more of the sun affect... i don't like to use mega unless
necessary...
most interesting affect... yes...
TonyB wrote:
>
> How did you do that?
Post a reply to this message
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Hi,
This is really amazing! Very, very good.
--
Regards,
Sander
Abe <bul### [at] taconic net> schreef in berichtnieuws
3893C060.27C130BC@taconic.net...
> Greetings,
>
> For those interested in this sort of thing...this is the result of
> another sunset exercise in MegaPOV (actually, only the HF texture really
> depends on the patch). The object was to simulate distorting the effects
> of atmospheric refraction on the sun disc near the horizon.
>
> Post processing note: Probably because of the low viewing angle (and I
> don't know what else) there were some white speckles (cracks?) in the
> HF. These were removed.
>
Post a reply to this message
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I echo Jim and Sander's comments.
I cannot be sure of your intentions but will
none the less say this:
The echoing of the sun's 'waves' with those
of the MegaHF's 'waves' is bold and ambitious.
No matter what your goal the quality of
this sun is strikingly real.
You are to be congratulated.
Post a reply to this message
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Very very nice. Just curious, does the method you used imitate nature? If
so, that's awesome, and educational. If art imitates nature, I've found
that you can make many more things look like they do in real life, and
usually you can use that sort of in more than one setting. "Ray-tracing
philosophy, by cadman."
Abe <bul### [at] taconic net> wrote in message
news:3893C060.27C130BC@taconic.net...
> Greetings,
>
> For those interested in this sort of thing...this is the result of
> another sunset exercise in MegaPOV (actually, only the HF texture really
> depends on the patch). The object was to simulate distorting the effects
> of atmospheric refraction on the sun disc near the horizon.
>
> Post processing note: Probably because of the low viewing angle (and I
> don't know what else) there were some white speckles (cracks?) in the
> HF. These were removed.
>
> - Abe
----------------------------------------------------------------------------
----
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Abe wrote:
>
> Greetings,
>
> For those interested in this sort of thing...this is the result of
> another sunset exercise in MegaPOV (actually, only the HF texture
> really
> depends on the patch). The object was to simulate distorting the
> effects
> of atmospheric refraction on the sun disc near the horizon.
>
> Post processing note: Probably because of the low viewing angle (and I
> don't know what else) there were some white speckles (cracks?) in the
> HF. These were removed.
>
> - Abe
>
> ---------------------------------------------------------------
> [Image]
Very much like those holiday postcards.
It misses something...
Ah! Text!
"Greetings from... POV"?
"My friends just downloaded POVray and all they traced me was this lousy
postcard"?
(not meaning I think this is a lousy image! Au contraire!)
I like the distorted effect, the colour and glow seem allright too.
Remco
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Very cool wavy sun effect.
-Mike
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If its OK, I'd rather not post this source (as it stands) simply because
it is so clumsy and dirty - chiefly in respect to handling the color
gradient on the sky. Roughly speaking the workings are as follows:
- The haze is a partial filtering fog. This reddens the sun disc at the
bottom.
- The sundisc is a y gradient pigment_map on a disk. The pigment map
entries consist of a spherical pattern w/ increasing x turbulence. This
is done via a #while loop. (The whole gradient had to be shifted to
avoid the mirroring about 0.) A turbulence warp is used to squash the
"distortions".
The scene, as coded, has little bearing on reality (scattering,
refraction, etc.). However, it is relatively fast.
I hope this answers some questions. If someone is interested in more I
can post some snippets in p.t.s-f
-Abe
Post a reply to this message
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No, this is not even close to an imitation - just good old turbulence.
Your comment, however, started a train of thought around the idea of
using a surface with an appropriatly purturbed normal and an ior to
simulate this effect. Actually, this is still pretty far from "the real
thing", but it might be interesting to try.
In regards to "Cadman's Ray-tracing Philosophy", I would agree with it -
in part. However, in regards to addressing _art_ ... well, thats a topic
for povray.philosophy.art :)
cadman wrote:
>
> Very very nice. Just curious, does the method you used imitate nature? If
> so, that's awesome, and educational. If art imitates nature, I've found
> that you can make many more things look like they do in real life, and
> usually you can use that sort of in more than one setting. "Ray-tracing
> philosophy, by cadman."
Post a reply to this message
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I see now, thanks for the insight into it.
Bob
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> For those interested in this sort of thing...this is the result of
> another sunset exercise in MegaPOV (actually, only the HF texture really
> depends on the patch). The object was to simulate distorting the effects
> of atmospheric refraction on the sun disc near the horizon.
These sky things keep getting better and better...
The hf texture is slope-dependent, right?
--
Homepage: http://www.faricy.net/~davidf/
___ ______________________________
| \ |_ <dav### [at] faricy net>
|_/avid |ontaine <ICQ 55354965>
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On Sun, 30 Jan 2000 14:51:37 -0500, Abe wrote:
>(The whole gradient had to be shifted to
>avoid the mirroring about 0.)
This is a common solution, but I've found one that I think works
better:
pigment {gradient x warp{repeat x}}
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
Post a reply to this message
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Ron Parker wrote:
>
> On Sun, 30 Jan 2000 14:51:37 -0500, Abe wrote:
> >(The whole gradient had to be shifted to
> >avoid the mirroring about 0.)
>
> This is a common solution, but I've found one that I think works
> better:
>
> pigment {gradient x warp{repeat x}}
Better, when the same result can be achieved either way ?
Pick. Pick.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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On Mon, 31 Jan 2000 06:32:51 -0800, Ken wrote:
>
>
>Ron Parker wrote:
>>
>> On Sun, 30 Jan 2000 14:51:37 -0500, Abe wrote:
>> >(The whole gradient had to be shifted to
>> >avoid the mirroring about 0.)
>>
>> This is a common solution, but I've found one that I think works
>> better:
>>
>> pigment {gradient x warp{repeat x}}
>
>Better, when the same result can be achieved either way ?
Except that the offsetting solution can have bad effects if you have a
bozo or other noise-based pigment in the mix, and sometimes just moving
the problem area isn't good enough.
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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Playing around with this idea, I used a simple spherical pigment on a
disc, and used warp { repeat z } instead and found a great image, too
bad it's technically bug, I think. I found another one with a bunchof
torii placed really close to gether with a small first radius (zero) and
a larger second radius.
the images are speckled but clear.
Ron Parker wrote:
> On Sun, 30 Jan 2000 14:51:37 -0500, Abe wrote:
> >(The whole gradient had to be shifted to
> >avoid the mirroring about 0.)
>
> This is a common solution, but I've found one that I think works
> better:
>
> pigment {gradient x warp{repeat x}}
>
> --
> These are my opinions. I do NOT speak for the POV-Team.
> The superpatch: http://www2.fwi.com/~parkerr/superpatch/
> My other stuff: http://www2.fwi.com/~parkerr/traces.html
--
Josh English
eng### [at] spiritone com
"May your hopes, dreams, and plans not be destroyed by a few zeros."
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Abe
Yet another beautiful image, but the foreground spoils
it a bit, it seems to be a bit harsh in contrast to
the backdrop.
Keep up the good work.
--
Cheers
Steve email mailto:sjl### [at] ndirect co uk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
8:33pm up 1 day, 20:02, 5 users, load average: 1.01, 1.02, 0.98
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