POV-Ray : Newsgroups : povray.binaries.images : What's wrong with this picture? Server Time
3 Oct 2024 02:19:26 EDT (-0400)
  What's wrong with this picture? (Message 1 to 4 of 4)  
From: Lummox JR
Subject: What's wrong with this picture?
Date: 13 Feb 2000 17:34:54
Message: <38A73230.2DCD@aol.com>
I'm trying to figure out how to put in some decent clouds and a nice
ground-fog effect with the sand. (I tried the old bozo clouds; no good.
My attempts with media have been hideous, both with the clouds and the
blown dust. For clouds I'm looking for sparse cumulus or cirrus, or a
mix of the two.) I'm not married to the CD design either; I just made up
something that looked passable, but I'd take a more realistic version
any day.
Some of you might have seen this image before with a height field used
for the sand. As you can guess, that wasn't very successful and I
finally abandoned it. Instead I'm using an isosurface, rendered with the
Superpatch.
Since I've done next to nothing with atmospheric media, tending instead
to work with emissives (which are easier by far), I figured some
criticism by the masters would go a long way. (I'm particularly
interested in hearing if Mick Hazelgrove has any input on the clouds.)

Lummox JR


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From: Bob Hughes
Subject: Re: What's wrong with this picture?
Date: 13 Feb 2000 18:09:41
Message: <38a739b5@news.povray.org>
Maybe try the stacked planes method of cloud making.  Been several of those seen
around here in the past.   http://www.ctav.es/jaime/index.htm  See the
Cloudscape there.
I was thinking possibly a turbulent ground fog for the blowing sand but there is
little control over it.

Bob

"Lummox JR" <Lum### [at] aolcom> wrote in message news:38A### [at] aolcom...
| I'm trying to figure out how to put in some decent clouds and a nice
| ground-fog effect with the sand. (I tried the old bozo clouds; no good.
| My attempts with media have been hideous, both with the clouds and the
| blown dust. For clouds I'm looking for sparse cumulus or cirrus, or a
| mix of the two.) I'm not married to the CD design either; I just made up
| something that looked passable, but I'd take a more realistic version
| any day.


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From: Andre
Subject: Re: What's wrong with this picture?
Date: 13 Feb 2000 19:15:08
Message: <38a7490c@news.povray.org>
for the clouds you might want to use media.  Someone posted a VERY good
include named wanterandskycontrol.pov or something like that a long time
ago. (sorry, but I don't remeber your name)

I have the file, but I dont want to give it to you without the author's
permission

sorry



Andre de Avillez


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From: Mick Hazelgrove
Subject: Re: What's wrong with this picture?
Date: 14 Feb 2000 02:37:45
Message: <38a7b0c9@news.povray.org>
I use the stacked plane method, I'll send you some code this evening. I too
have had hideous results with media but I'll keep on trying Abe seems to
have mastered it though.

For the ground fog, a thin box of planar mapped density media works well,
emission with some absorption in the inverse colour.

Mick

--
*************************************************************
       http://www.minda.swinternet.co.uk/index.htm

*************************************************************
"Lummox JR" <Lum### [at] aolcom> wrote in message
news:38A### [at] aolcom...
> I'm trying to figure out how to put in some decent clouds and a nice
> ground-fog effect with the sand. (I tried the old bozo clouds; no good.
> My attempts with media have been hideous, both with the clouds and the
> blown dust. For clouds I'm looking for sparse cumulus or cirrus, or a
> mix of the two.) I'm not married to the CD design either; I just made up
> something that looked passable, but I'd take a more realistic version
> any day.
> Some of you might have seen this image before with a height field used
> for the sand. As you can guess, that wasn't very successful and I
> finally abandoned it. Instead I'm using an isosurface, rendered with the
> Superpatch.
> Since I've done next to nothing with atmospheric media, tending instead
> to work with emissives (which are easier by far), I figured some
> criticism by the masters would go a long way. (I'm particularly
> interested in hearing if Mick Hazelgrove has any input on the clouds.)
>
> Lummox JR
>


----------------------------------------------------------------------------
----






----------------------------------------------------------------------------
----


> // Cover for CD -- Circa 1992
>
> #include "colors.inc"
> #include "textures.inc"
>
> camera {
>     location <0,5,0>+<0,0,-5*2>
>     direction <0,0,1.5*2>
>     right <2,0,0>
>     up <0,1,0>
>     look_at <0,5,0>
>     }
>
> light_source {
>     <-2000,30000,10000> color White
>     }
>
> // sky
> object {
>     sphere {<0,0,0>,50000 inverse}
>     texture {
>         pigment {
>             gradient y
>             scale 60000
>             color_map {
>                 [0 color rgb<.3,.3,1>]
>                 [0.25 color rgb<.6,.6,1>]
>                 }
>             }
>         finish {ambient 1 diffuse 0}
>         }
>     }
>
> // sand
> light_source {<0,5,0>+<0,0,-5*2> color White}
> #declare F1=function{cos(x+abs(sin(x*2)))}
> #declare F2=function {
>       y-(
>         (F1(sqrt(sqr(x+50)+sqr(z-15))*30+noise3d(x,z,y/10)*5,0,0)+1.1)
>         +(cos(sqrt(sqr(x+10)+sqr(z+30))*15+noise3d(x,z,y/10)*10)+1)
>         )/8
>       }
>
> isosurface {
>     function {F2(x,y,z)}
>     method 2
>     max_gradient 10
>     accuracy 0.001
>     normal
>     bounded_by {box {0,1}}
>     translate -0.5
>     scale <500,40,500>
>     scale .2
>     translate <-7.5,0,-5>
>     translate y*7.75
>     texture {
>         pigment {
>             granite
>             color_map {
>                 [0 color rgb <1,0.8,0.5>]
>                 [1 color rgb <1.1,0.9,0.7>]
>                 }
>             scale 10
>             }
>         finish {diffuse 0.8}
>         normal {bumps 0.2 scale 0.02}
>         }
>     }
>
> object {
>     merge {
>         intersection {
>             cylinder {<0,0,-0.005>,<0,0,0.005>, .25}
>             cylinder {<0,0,-1>,<0,0,1>,(1/48) open inverse}
>             texture {
>                 Glass
>                 finish {ior 1.1}
>                 }
>             }
>         intersection {
>             cylinder {<0,0,-0.006>,<0,0,0.006>, .24}
>             cylinder {<0,0,-1>,<0,0,1>,(1/24) open inverse}
>             texture {
>                 Chrome_Texture
>                 pigment {
>                     radial
>                     pigment_map {
>                         [0.1 rgb<1,1,1>]
>                         [0.2 rgb<2,0,0>]
>                         [0.25 rgb<2,1.5,0>]
>                         [0.275 rgb<1.2,1.2,.4>]
>                         [0.29 rgb<.6,1,.6>]
>                         [0.3 rgb<1,1,1>]
>                         [0.6 rgb<1,1,1>]
>                         [0.625 rgb<.6,1,.6>]
>                         [0.63 rgb<.4,1.2,1.2>]
>                         [0.65 rgb<0,0,2>]
>                         [0.7 rgb<1.5,0,2>]
>                         [0.75 rgb<1,1,1>]
>                         }
>                     rotate <-90,0,0>
>                     rotate <0,0,90>
>                     }
>                 }
>             }
>         }
>     rotate <0,-20,0>
>     rotate <40,0,0>
>     translate <2.5,4,-0.5>
>     }
>
> #declare mcmxcii=text {ttf "C:\Windows\Fonts\Times.ttf" "MCMXCII" 0.1,0
scale <0.25,0.25,1>}
>
> object {
>     intersection {
>         box {<-0.75,-0.375,-0.25>,<0.75,0.375,0.25>}
>         object {
>             mcmxcii
>             inverse
>             translate
<-max_extent(mcmxcii).x/2,-max_extent(mcmxcii).y/2,-0.3>
>             texture {
>                 pigment {color rgb <0.6,0.5,0.4>}
>                 normal {bumps 0.5 scale 0.01}
>                 finish {ambient 0.5 diffuse 0.2}
>                 }
>             }
>         bounded_by {box {<-0.751,-0.3751,-0.251>,<0.751,0.3751,0.251>}}
>         }
>     texture {
>         pigment {color rgb <0.6,0.5,0.4>}
>         normal {bumps 0.5 scale 0.01}
>         finish {ambient 0.5 diffuse 0.7}
>         }
>     rotate <0,10,0>
>     rotate <50,0,0>
>     translate <1,4.25,1>
>     }
>
> object {
>     intersection {
>         plane {y+x,0 translate <0,120,0>}
>         plane {y-x,0 translate <0,120,0>}
>         plane {y+z,0 translate <0,120,0>}
>         plane {y-z,0 translate <0,120,0>}
>         plane {-y,0}
>         }
>     rotate <0,-20,0>
>     translate <100,-20,750>
>     texture {
>         pigment {rgb <1,0.9,0.6>}
>         finish {ambient 0.4}
>         normal {bumps 0.5 scale 0.5}
>         }
>     }
>


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