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Hi,
The scene file in included, but here is the code of the media I used:
media
{
intervals 10
samples 5, 5
confidence 0.9
variance 1/128
ratio 1
scattering {1, rgb <0.1,0.1,0.1> extinction 1}
}
help! The white stuff covers the whole image, denser when there is
something closer. I also included the image without media.
Post a reply to this message
Attachments:
Download 'lando.pov.txt' (2 KB)
Download 'lando.inc.txt' (2 KB)
Download 'lando.jpg' (26 KB)
Download 'lando1.jpg' (28 KB)
Preview of image 'lando.jpg'
Preview of image 'lando1.jpg'
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In article <38E8FA5B.5FC655C4@netvision.net.il>, Lewis
<nle### [at] netvisionnetil> wrote:
> The scene file in included, but here is the code of the media I used:
>
> media
> {
> intervals 10
> samples 5, 5
> confidence 0.9
> variance 1/128
> ratio 1
> scattering {1, rgb <0.1,0.1,0.1> extinction 1}
>
> }
>
> help! The white stuff covers the whole image, denser when there is
> something closer. I also included the image without media.
Well, first, your media isn't contained by any object. This makes it
somewhat unpredictable, and doesn't work well for the background areas,
so I put it in a sphere.
Second, you seem to be using MegaPOV, so you might as well use method 3
media. You can get smoother results with lower settings and much faster
rendering this way.
Finally, your media is *way* too dense. I decreased it to 1/20th of what
it was. Here is my version of the media, you might want to fine-tune the
density and extinction:
sphere {<0,0,0>, 1 scale < 1000, 150, 1000>
texture {
pigment {color rgbf <1,1,1,1>}
}
interior {
media {
intervals 1
samples 5, 5
confidence 0.9
variance 1/128
ratio 1
scattering {1, rgb 0.005 extinction 0.6}
method 3
aa_level 4 aa_threshold 0.1
}
}
hollow on
}
--
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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Thanx, man! I never thought about the sphere thing, and...and... well
just plain thanx.
Chris Huff wrote:
>
> In article <38E8FA5B.5FC655C4@netvision.net.il>, Lewis
> <nle### [at] netvisionnetil> wrote:
>
> > The scene file in included, but here is the code of the media I used:
> >
> > media
> > {
> > intervals 10
> > samples 5, 5
> > confidence 0.9
> > variance 1/128
> > ratio 1
> > scattering {1, rgb <0.1,0.1,0.1> extinction 1}
> >
> > }
> >
> > help! The white stuff covers the whole image, denser when there is
> > something closer. I also included the image without media.
>
> Well, first, your media isn't contained by any object. This makes it
> somewhat unpredictable, and doesn't work well for the background areas,
> so I put it in a sphere.
> Second, you seem to be using MegaPOV, so you might as well use method 3
> media. You can get smoother results with lower settings and much faster
> rendering this way.
> Finally, your media is *way* too dense. I decreased it to 1/20th of what
> it was. Here is my version of the media, you might want to fine-tune the
> density and extinction:
> sphere {<0,0,0>, 1 scale < 1000, 150, 1000>
> texture {
> pigment {color rgbf <1,1,1,1>}
> }
> interior {
> media {
> intervals 1
> samples 5, 5
> confidence 0.9
> variance 1/128
> ratio 1
> scattering {1, rgb 0.005 extinction 0.6}
> method 3
> aa_level 4 aa_threshold 0.1
> }
> }
> hollow on
> }
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] yahoocom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Web page: http://chrishuff.dhs.org/
Post a reply to this message
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On Mon, 03 Apr 2000 22:09:00 +0200, Lewis <nle### [at] netvisionnetil>
wrote:
>Hi,
>The scene file in included, but here is the code of the media I used:
>
>media
>{
> intervals 10
> samples 5, 5
> confidence 0.9
> variance 1/128
> ratio 1
> scattering {1, rgb <0.1,0.1,0.1> extinction 1}
>
>}
>
>help! The white stuff covers the whole image, denser when there is
>something closer. I also included the image without media.
Can't tell much without seeing the whole source (or at least the
lights and camera setup), but one thing is sure. I'd use scattering
type 4 for air. Other than that, keep in mind that if you use a
realistic extinction (i.e. 1) the range in which you can vary the
scattering is very small. I'd suggest you change <0.1,0.1,0.1> to 0.1
because it's easier to change and means the same. I'd also suggest you
used MegaPOV if you could, to take advantage of Nathan's sampling
method 3. Lastly, if you're about to encounter media, make yourself a
pint of coffee and be prepared for a long journey :)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
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Peter Popov wrote:
> method 3. Lastly, if you're about to encounter media, make yourself a
> pint of coffee and be prepared for a long journey :)
Well, I know, but - a PINT of coffee? First of all, I don't drink coffee
at all (it's verrrrry unhealthy, really!). Secondly, a PINT?!!
Post a reply to this message
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>
>Well, I know, but - a PINT of coffee? First of all, I don't drink coffee
>at all (it's verrrrry unhealthy, really!). Secondly, a PINT?!!
Hell yeah :)
I use one of those old fashioned A&W root beer mugs for my coffee mug.
That's 1/3 of a pot :)
Post a reply to this message
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Lewis wrote:
>
> Peter Popov wrote:
> > method 3. Lastly, if you're about to encounter media, make yourself a
> > pint of coffee and be prepared for a long journey :)
>
> Well, I know, but - a PINT of coffee? First of all, I don't drink coffee
> at all (it's verrrrry unhealthy, really!). Secondly, a PINT?!!
Make it a gallon.
My "wilderness" scene, recently posted here, took ten hours and eleven
minutes to render, not counting parsing time. With the sky turned off,
the same scene renders in several seconds.
--
Xplo Eristotle
http://start.at/xplosion/
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Hmmm... ten hours - do you think the POVRay team has a stake in at Intel???
--
Mike
wk: mik### [at] pyxiscom www.pyxis.com
hm: mwe### [at] sciticom www.geocities.com/mikepweber
"Xplo Eristotle" <inq### [at] unforgettablecom> wrote in message
news:38E9161E.285CF362@unforgettable.com...
>
>
> Lewis wrote:
> >
> > Peter Popov wrote:
> > > method 3. Lastly, if you're about to encounter media, make yourself a
> > > pint of coffee and be prepared for a long journey :)
> >
> > Well, I know, but - a PINT of coffee? First of all, I don't drink coffee
> > at all (it's verrrrry unhealthy, really!). Secondly, a PINT?!!
>
> Make it a gallon.
>
> My "wilderness" scene, recently posted here, took ten hours and eleven
> minutes to render, not counting parsing time. With the sky turned off,
> the same scene renders in several seconds.
>
> --
> Xplo Eristotle
> http://start.at/xplosion/
Post a reply to this message
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Lewis wrote:
> Peter Popov wrote:
> > method 3. Lastly, if you're about to encounter media, make yourself a
> > pint of coffee and be prepared for a long journey :)
>
> Well, I know, but - a PINT of coffee? First of all, I don't drink coffee
> at all (it's verrrrry unhealthy, really!). Secondly, a PINT?!!
Nah, it stunts your growth, but if you don't drink it till you're an adult
it's not that bad for you. You become dependent on it to get you going in
the morning, but it does help you stay alert.
--
___ _______________________________________________
| \ |_ <dav### [at] faricynet> <ICQ 55354965>
|_/avid |ontaine http://www.faricy.net/~davidf/
"The only difference between me and a madman is that I'm not mad." -Dali
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Charles Krause <ckr### [at] telusplanetnet> wrote in message
news:38e913b6@news.povray.org...
> I use one of those old fashioned A&W root beer mugs for my coffee mug.
> That's 1/3 of a pot :)
I use a Zojirushi mug for my morning coffee. The stainless steel vacuum
keeps the coffee hot for hours and hours.
David
--
"The bridges between our dreams and
reality are built upon the three P's.
Patience, Planning, and Perseverance."
Post a reply to this message
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