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2 Oct 2024 16:28:57 EDT (-0400)
  media - next problem (Message 1 to 5 of 5)  
From: Lewis
Subject: media - next problem
Date: 3 Apr 2000 19:15:31
Message: <38E924B7.D1B40321@netvision.net.il>
Hi,
thanks for everybody's help, but now I face a different problem.
I'm trying to make an effect of the light coming in through the clouds,
but something in the media is wrong. Here is the source for the light,
media and clouds:

light_source
{
  0*x // light's position (translated below)
  color red 1.0  green 1.0  blue 1  // light's color
  translate <-20000, 30000, 20>
  fade_distance 3000
  fade_power 2
}
 
//media
sphere {<0,00,0>, 1 scale <20000, 20000, 20000> translate -9999*y
    texture {
        pigment {color rgbf <1,1,1,1>}
    }
    interior {
        media {
            intervals 1
            samples 3, 3
            confidence 0.9
            variance 1/128
            ratio 1
            scattering {3, rgb <0.4,0.4,1> extinction 0.0001}
            method 3
            aa_level 4 aa_threshold 0.1
        }
    }
    hollow on
}
#end

//clouds
sphere {<0,00,0>, 1 scale <10100, 10100, 10100> translate -9999*y
	texture {
		pigment {
     agate
    color_map {
        [0.3 rgbft <1, 1, 1, 1>]
        [1.0 rgbft <1, 1, 1, 0>]
        /*[0.3 rgbft <1, 1, 1, 0,1>]
        [0.7 rgbft <1, 1, 1, 0,0.1>] 
        [1.0 rgbft <1, 1, 1, 0,1>]*/
    }
    turbulence 0.03
    ramp_wave
    phase clock
    scale 270
		}
		finish {
			ambient 1
		}
	} 
	hollow on
}


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From: Lewis
Subject: Diregard scattering color and exctinction settings
Date: 3 Apr 2000 19:20:10
Message: <38E925CD.A5EA80B7@netvision.net.il>
Diregard scattering color and exctinction settings, they were just a
test, however I do need to know what settings will work!


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From: Chris Huff
Subject: Re: media - next problem
Date: 3 Apr 2000 20:04:29
Message: <chrishuff_99-016C9E.19065303042000@news.povray.org>
In article <38E924B7.D1B40321@netvision.net.il>, Lewis 
<nle### [at] netvisionnetil> wrote:

> Hi,
> thanks for everybody's help, but now I face a different problem.
> I'm trying to make an effect of the light coming in through the clouds,
> but something in the media is wrong. Here is the source for the light,
> media and clouds:

Try something like this:
//media and clouds
sphere {<0,0,0>, 1 scale <10100, 10100, 10100> translate -10000*y
    texture {
        pigment {agate
            color_map {
                [0.0 rgbf <1, 1, 1, 1>]
                [0.3 rgbf <1, 1, 1, 0>]
                [1.0 rgbf <1, 1, 1, 0>]
            }
            turbulence 0.3
            ramp_wave
            phase clock
            scale 270
            rotate y*80
        }
    }
    interior {
        media {
            intervals 1
            samples 12, 12
            confidence 0.9
            variance 1/128
            scattering {3, color rgb 0.01 extinction 0.25}
            method 3
            aa_level 4 aa_threshold 0.1
        }
    }
    hollow on
    double_illuminate
}

light_source {<-20000, 30000, 20000> color rgb < 1, 1, 1>}

-- 
Christopher James Huff - Personal e-mail: chr### [at] yahoocom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Web page: http://chrishuff.dhs.org/


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From: Lewis
Subject: Re: media - next problem
Date: 3 Apr 2000 20:07:45
Message: <38E930DF.34C53EA2@netvision.net.il>
Nice!
Can you explain?

Chris Huff wrote:
> 
> In article <38E924B7.D1B40321@netvision.net.il>, Lewis
> <nle### [at] netvisionnetil> wrote:
> 
> > Hi,
> > thanks for everybody's help, but now I face a different problem.
> > I'm trying to make an effect of the light coming in through the clouds,
> > but something in the media is wrong. Here is the source for the light,
> > media and clouds:
> 
> Try something like this:
> //media and clouds
> sphere {<0,0,0>, 1 scale <10100, 10100, 10100> translate -10000*y
>     texture {
>         pigment {agate
>             color_map {
>                 [0.0 rgbf <1, 1, 1, 1>]
>                 [0.3 rgbf <1, 1, 1, 0>]
>                 [1.0 rgbf <1, 1, 1, 0>]
>             }
>             turbulence 0.3
>             ramp_wave
>             phase clock
>             scale 270
>             rotate y*80
>         }
>     }
>     interior {
>         media {
>             intervals 1
>             samples 12, 12
>             confidence 0.9
>             variance 1/128
>             scattering {3, color rgb 0.01 extinction 0.25}
>             method 3
>             aa_level 4 aa_threshold 0.1
>         }
>     }
>     hollow on
>     double_illuminate
> }
> 
> light_source {<-20000, 30000, 20000> color rgb < 1, 1, 1>}
> 
> --
> Christopher James Huff - Personal e-mail: chr### [at] yahoocom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Web page: http://chrishuff.dhs.org/


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From: Chris Huff
Subject: Re: media - next problem
Date: 4 Apr 2000 13:46:48
Message: <chrishuff_99-F720EB.12491404042000@news.povray.org>
In article <38E930DF.34C53EA2@netvision.net.il>, Lewis 
<nle### [at] netvisionnetil> wrote:

> Nice!
> Can you explain?

Ehh, not really, I just chose what seemed to be right, but I will try:

You don't need to use the ratio keyword, as I understand it, it only 
affects spotlights and cylinder lights. Since you will have rays of 
light coming through the clouds, you need to raise the samples to get 
the smaller details.

You had separate objects for the cloud layer and the media container. 
This was just unnecessary and harder to adjust, so I put them both in 
one container. The only times you would want the media container to 
extend outside the cloud layer is when you are attempting a complete 
simulation of the atmosphere, and then you would probably want a 
separate media for the outer part.

I added double_illuminate to the cloud/media container because the light 
is on the other side of it, this illuminates the visible side of the 
cloud texture. You can adjust the falloff of the illumination by 
changing the brilliance value in the finish.

I also changed the color_map on the clouds to use filtering only(I 
rarely use transmit, filter seems more realistic for nearly everything).

I moved the light_source so it was shining toward the camera, this makes 
the media show up better(since you aren't using an isometric scattering 
model). This is what produces that nice glow where the "sun" is.

Other than that, I just tuned the density and extinction values to look 
right.

-- 
Christopher James Huff - Personal e-mail: chr### [at] yahoocom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Web page: http://chrishuff.dhs.org/


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