POV-Ray : Newsgroups : povray.binaries.images : Source code available ! Server Time
2 Oct 2024 00:17:04 EDT (-0400)
  Source code available ! (Message 5 to 14 of 14)  
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From: Doug Eichenberg
Subject: Re: Source code available !
Date: 23 Jul 2000 12:40:36
Message: <397b2004$1@news.povray.org>
Thanks Rune!


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From: Josh English
Subject: Re: Source code available !
Date: 24 Jul 2000 14:37:23
Message: <397C8D2F.2BE3CD8E@spiritone.com>
It's a real shame these tricks can't be used in a media statement. I
could see planetary rings for a second.

--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/


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From: Chris Huff
Subject: Re: Source code available !
Date: 24 Jul 2000 14:54:21
Message: <chrishuff-18600C.13550124072000@news.povray.org>
In article <397C8D2F.2BE3CD8E@spiritone.com>, Josh English 
<eng### [at] spiritonecom> wrote:

> It's a real shame these tricks can't be used in a media statement. I
> could see planetary rings for a second.

Why not? I glanced through the source code, and didn't see anything that 
couldn't be adapted for media density...

-- 
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/


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From: Josh English
Subject: Re: Source code available !
Date: 24 Jul 2000 16:37:05
Message: <397CA900.7512261@spiritone.com>
I know it won't work because I tried, and it told me a pigment_map could
only appear in a pigment statement. I tried declaring the pigment separately
and it didn't like it, and I tried plugging one of Runes amazing procedural
textures in the density portion and it complained again.

I hope that someone with more talent for programming than I have can take a
look at that someday...

Josh

Chris Huff wrote:

> In article <397C8D2F.2BE3CD8E@spiritone.com>, Josh English
> <eng### [at] spiritonecom> wrote:
>
> > It's a real shame these tricks can't be used in a media statement. I
> > could see planetary rings for a second.
>
> Why not? I glanced through the source code, and didn't see anything that
> couldn't be adapted for media density...
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] maccom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Personal Web page: http://homepage.mac.com/chrishuff/
> TAG Web page: http://tag.povray.org/

--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/


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From: Chris Huff
Subject: Re: Source code available !
Date: 24 Jul 2000 17:08:52
Message: <chrishuff-D63A37.16093224072000@news.povray.org>
In article <397### [at] spiritonecom>, Josh English 
<eng### [at] spiritonecom> wrote:

> I know it won't work because I tried, and it told me a pigment_map 
> could only appear in a pigment statement.

Density statements use density_map, not pigment_map.


> I tried declaring the pigment separately and it didn't like it, and I 
> tried plugging one of Runes amazing procedural textures in the 
> density portion and it complained again.

You will have to modify the color_maps of the density to get good 
results, of course...

-- 
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/


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From: Josh English
Subject: Re: Source code available !
Date: 24 Jul 2000 19:09:58
Message: <397CCD13.CC1D3546@spiritone.com>
Duh. I should have thought about that. Except for the small fact that I
don't think I've run into density maps before... attached is a simple ugly
planet and some rings that aren't much better.
Josh

Chris Huff wrote:

> In article <397### [at] spiritonecom>, Josh English
> <eng### [at] spiritonecom> wrote:
>
> > I know it won't work because I tried, and it told me a pigment_map
> > could only appear in a pigment statement.
>
> Density statements use density_map, not pigment_map.
>
> > I tried declaring the pigment separately and it didn't like it, and I
> > tried plugging one of Runes amazing procedural textures in the
> > density portion and it complained again.
>
> You will have to modify the color_maps of the density to get good
> results, of course...
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] maccom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Personal Web page: http://homepage.mac.com/chrishuff/
> TAG Web page: http://tag.povray.org/

--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/


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Attachments:
Download 'uglyplanet.jpg' (6 KB)

Preview of image 'uglyplanet.jpg'
uglyplanet.jpg


 

From: Chris Huff
Subject: Re: Source code available !
Date: 24 Jul 2000 20:04:18
Message: <chrishuff-A7F5B4.19045824072000@news.povray.org>
In article <397CCD13.CC1D3546@spiritone.com>, Josh English 
<eng### [at] spiritonecom> wrote:

> Duh. I should have thought about that. Except for the small fact that I
> don't think I've run into density maps before... attached is a simple ugly
> planet and some rings that aren't much better.

They might also be useful as isosurface functions...there would be some 
interesting possibilities.

-- 
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/


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From: Ken
Subject: Re: Source code available !
Date: 24 Jul 2000 21:33:16
Message: <397CECD8.CA12AC63@pacbell.net>
Josh English wrote:
> 
> Duh. I should have thought about that. Except for the small fact that I
> don't think I've run into density maps before... attached is a simple ugly
> planet and some rings that aren't much better.
> Josh

It generally helps to use smaller color values in a density map
than in a color map. If you use too high a number the colors wash
out such as seen in your posted image. Try dividing them by 3
and see how they look.

-- 
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Chris Huff
Subject: Re: Source code available !
Date: 24 Jul 2000 23:47:03
Message: <chrishuff-49FBB4.22474424072000@news.povray.org>
In article <397CECD8.CA12AC63@pacbell.net>, lin### [at] povrayorg 
wrote:

> It generally helps to use smaller color values in a density map
> than in a color map. If you use too high a number the colors wash
> out such as seen in your posted image. Try dividing them by 3
> and see how they look.

Of course, this depends on the thickness of the media, the way the 
colors layer on each other, and the color used for the media, which acts 
as a multiplier for the density, etc. If the media is low density or if 
the distance you see through it is small, you need to use higher color 
values.
It can also help if the colors vary more than they do in the pigment, 
since the media will tend to blend them together in areas.

-- 
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/


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From: Steve
Subject: Re: Source code available !
Date: 25 Jul 2000 07:08:06
Message: <slrn8npo7k.84f.steve@zero-pps.localdomain>
Looks like you could do some good water using this
method. 

-- 
Cheers
Steve              email mailto:ste### [at] zeroppsuklinuxnet

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.zeropps.uklinux.net/

or  http://start.at/zero-pps

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