POV-Ray : Newsgroups : povray.binaries.images : Testing 1..2..3 (100k) Server Time
13 Aug 2024 19:29:41 EDT (-0400)
  Testing 1..2..3 (100k) (Message 27 to 36 of 36)  
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From: Christoph Hormann
Subject: Re: Testing 1..2..3 (100k)
Date: 27 Feb 2003 13:44:01
Message: <3E5E5C71.1AD065C0@gmx.de>
Kari Kivisalo wrote:
> 
> The scene is just one mesh and 4 4x4 area lights. No radiosity. The
> texture is an image map which is also used as bump map with curves
> adjustment.

Interesting.  Does it use uv-mapping?  It is really not visible that it is
just a 2D texture and with that geometry this is probably quite difficult.

How did you place the area lights?  It is quite astonishing that it looks
very good without radiosity.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 31 Dec. 2002 _____./\/^>_*_<^\/\.______


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From: Apache
Subject: Re: Testing 1..2..3 (100k)
Date: 27 Feb 2003 14:30:38
Message: <3e5e675e$1@news.povray.org>
?? do you have tickets often?


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From: Xplo Eristotle
Subject: Re: Testing 1..2..3 (100k)
Date: 27 Feb 2003 23:46:17
Message: <3e5ee999@news.povray.org>
Ive wrote:
> 
> Attached is the blown up version WITHOUT resampling filter, so where
> are your blue pixels?

Along the right. And there are red pixels along the left. Just like 
people keep saying.

Sorry Ive, but it's you, not us. Time to (a) see the eye doctor or (b) 
get a new monitor.

-Xplo


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From: Y Tanabe
Subject: Re: Testing height field and lights (400k)
Date: 28 Feb 2003 02:50:31
Message: <3E5F9217.E1DD236E@kh.rim.or.jp>
I will try height field and lights with this image.
It's rsult is very good,I think.

Y.Tanabe
Kobe,Japan

//code start

// Mega Persistence of Vision Ray Tracer 0.7 Scene Description File
#version unofficial MegaPov 0.7;

global_settings
{
 assumed_gamma 1.8
}

camera
{
   orthographic
   location  <0,0,-5>
 up   <0,5,0>
 right  <5,0,0> * image_width / image_height
   direction  <0,0,1>
   look_at  <0,0,0>
}

sky_sphere {pigment {color rgb <0.25,0.25,0.25>}}

light_source {<0,0,-50> color rgb <1,1,1> parallel point_at <0,0,0>}
light_source {<-50,50,-50> color rgb <1,0,0> * 2.82 parallel point_at <0,0,0>}
light_source {<-50,-50,-50> color rgb <0,0,1> * 2.82 parallel point_at <0,0,0>}
light_source {<50,50,-50> color rgb <0,0,1> * 2.82 parallel point_at <0,0,0>}
light_source {<50,-50,-50> color rgb <1,0,0> * 2.82 parallel point_at <0,0,0>}
light_source {<0,50,-50> color rgb <0,1,0> * 1.414 parallel point_at <0,0,0>}
light_source {<0,-50,-50> color rgb <0,1,0> * 1.414 parallel point_at <0,0,0>}
light_source {<50,0,-50> color rgb <0,1,0> * 1.414 parallel point_at <0,0,0>}
light_source {<-50,0,-50> color rgb <0,1,0> * 1.414 parallel point_at <0,0,0>}

//This determines the final size of the height field.
//It is used used to scale and translate tthe HF so it is centered at the origin
(<0,0,0>).
#declare square_size  = 5;

//This reads in the height field data
#debug "\nStart height field parsing....\n"

#declare hf =
height_field
{
 png "lights.png"
   smooth
  pigment
    {
     gradient y
     color_map
      {
       [0.0 rgb 0]
       [0.0625 rgb 0.0625]
       [0.125 rgb 0.125]
       [0.1875 rgb 0.1875]
        [0.25 rgb 0.25]
        [0.3125 rgb 0.3125]
        [0.375 rgb 0.375]
        [0.4375 rgb 0.4375]
        [0.5 rgb 0.5]
        [0.5625 rgb 0.5625]
        [0.625 rgb 0.625]
        [0.6875 rgb 0.6875]
        [0.75 rgb 0.75]
        [0.8125 rgb 0.8125]
        [0.875 rgb 0.875]
        [0.9375 rgb 0.9375]
        [1.0 rgb <1,1,1>]
      }
    }
 scale <square_size,1,square_size>
 translate <-square_size/2,0,-square_size/2>
}

#debug "\nFinish height field parsing\n"

//create Mesh
#declare interval = square_size / 80; // the higher the number,the finer the grid
patter
#declare CX =  -square_size/2+interval/2;   // do not alter
#declare CZ = -square_size/2+interval/2;    //do not alter
#declare cyl_width = 0.005;                 //width of the cylinder components of the
grid
#declare cyl_tex = texture{pigment {color rgb <1,1,1> }} // texture of the grid itself

#debug "\nStarting grid formation\n"

#declare grid =
union
{
 #while(CX < square_size/2-interval/2)
  #debug concat ( "CX = ",str (CX,3,3)," of ",str(square_size/2,3,3),"\n")
  #while(CZ < square_size/2-interval/2)
   #declare YValue = trace(hf,<CX,20,CZ>,-y);
   #declare YValueX1 = trace(hf,<CX+interval,20,CZ>,-y);
   #declare YValueZ1 = trace(hf,<CX,20,CZ+interval>,-y);
   #if(YValue.x = 0 & YValue.y = 0 & YValue.z = 0)
   //do nothing
   #else
    cylinder {<CX,YValue.y,CZ>,<CX+interval,YValueX1.y,CZ>,cyl_width texture
{cyl_tex}}
    cylinder {<CX,YValue.y,CZ>,<CX,YValueZ1.y,CZ+interval>,cyl_width texture
{cyl_tex}}
   #end
   #declare CZ = CZ + interval;
  #end
  #declare CZ = -square_size/2+interval/2;
  #declare CX = CX + interval;
 #end

 // cap off +X axis
 #declare CX1 =  square_size/2-interval/2;
 #declare CZ1 = -square_size/2+interval/2;
 #while(CZ1 <= square_size/2-interval/2)
  #declare YValue = trace(hf,<CX1,20,CZ1>,-y);
  #declare YValueX1 = trace(hf,<CX1+interval,20,CZ1>,-y);
  #declare YValueZ1 = trace(hf,<CX1,20,CZ1+interval>,-y);
  cylinder {<CX1,YValue.y,CZ1>,<CX1,YValueZ1.y,CZ1+interval>,cyl_width texture
{cyl_tex}}
  #declare CZ1 = CZ1 + interval;
 #end

 // cap off +z axis
 #declare CX2 =  -square_size/2+interval/2;
 #declare CZ2 = square_size/2-interval/2;

 #while(CX2 <= square_size/2-interval/2)
  #declare YValue = trace (hf,<CX2,20,CZ2>,-y);
  #declare YValueX1 = trace (hf,<CX2+interval,20,CZ2>,-y);
  #declare YValueZ1 = trace (hf,<CX2,20,CZ2+interval>,-y);
  cylinder {<CX2,YValue.y,CZ2>,<CX2+interval,YValueX1.y,CZ2>,cyl_width texture
{cyl_tex}}
  #declare CX2 = CX2 + interval;
 #end
}

// objects
union
{
 //object {grid translate <0,cyl_width,0>}
 object {hf}
 rotate x*-90
}

//end code


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Attachments:
Download 'lighthf.jpg' (311 KB)

Preview of image 'lighthf.jpg'
lighthf.jpg


 

From: Greg Edwards
Subject: Re: Testing 1..2..3 (100k)
Date: 28 Feb 2003 17:57:57
Message: <1whvvmry57zv5.19rvytpmuofty$.dlg@40tude.net>
On Thu, 27 Feb 2003 16:18:21 +0100, Ive wrote:

> Attached is the blown up version WITHOUT resampling filter, so where
> are your blue pixels?

Right there! lol, sorry I couldn't resist!

I've attached an image which should make the colour tinting around the 
edges more visible for you. The colours are taken directly from the image 
you attached and the coordinates correspond to those in your image. 
(counting each block as one pixel)


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Attachments:
Download 'colour-tint.gif' (5 KB)

Preview of image 'colour-tint.gif'
colour-tint.gif


 

From: Ive
Subject: Re: Testing 1..2..3 (100k)
Date: 28 Feb 2003 20:53:12
Message: <3e601288@news.povray.org>
> > Attached is the blown up version WITHOUT resampling filter, so where
> > are your blue pixels?
>
> Right there! lol, sorry I couldn't resist!
>
> I've attached an image which should make the colour tinting around the
> edges more visible for you. The colours are taken directly from the image
> you attached and the coordinates correspond to those in your image.
> (counting each block as one pixel)

So you call the colors at the right blue? Really? Sorry also couldn't resist.
I have quickly taken some color probes at the same places from the image
shown by Apache, I was referring to. Thats what I do call blue and does
in fact not exist in the original image because these blue shifts are produced
by the resampling filter. And thats what I did try to say.

-Ive


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Attachments:
Download 'colour-tint2.gif' (5 KB)

Preview of image 'colour-tint2.gif'
colour-tint2.gif


 

From: Greg Edwards
Subject: Re: Testing 1..2..3 (100k)
Date: 28 Feb 2003 23:10:13
Message: <1ly2v71gsjew3.zdahoocev004.dlg@40tude.net>
On Sat, 1 Mar 2003 02:52:03 +0100, Ive wrote:

> Thats what I do call blue and does
> in fact not exist in the original image because these blue shifts are produced
> by the resampling filter. And thats what I did try to say.
> 
> -Ive

It's visible to me that there was a blue *shift* in the original image, but 
since the main colour in the image was yellow, the resulting edge colour 
was closer to green. I've attached another image where the main colour was 
corrected to make the main colour white and you can visibly see the left 
column is red and the right column is blue. The only filter applied is a 
RGB multiply filter with gamma taken into account. And I do think you're 
right in one way about the first enlargement filter. It makes the right 
edge appear more blue but the shift *towards* blue was already present in 
the image. I've never known of any resample filter that treated different 
colour channels differently and I think that this one is no different.


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Attachments:
Download 'colour-tint-white.gif' (5 KB)

Preview of image 'colour-tint-white.gif'
colour-tint-white.gif


 

From: Apache
Subject: Re: Testing 1..2..3 (100k)
Date: 1 Mar 2003 07:29:16
Message: <3e60a79c@news.povray.org>
blue? guess who started with this "blue" word.... I never used the word blue
IIRC.


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From: Kari Kivisalo
Subject: Re: Testing 1..2..3 (100k)
Date: 1 Mar 2003 10:22:34
Message: <3E60D040.8356C322@luxlab.com>
Christoph Hormann wrote:
> 
> Interesting.  Does it use uv-mapping?  It is really not visible that it is
> just a 2D texture and with that geometry this is probably quite difficult.

I used slope pattern to select x, y, or z projection of the texture.


> How did you place the area lights?  It is quite astonishing that it looks
> very good without radiosity.

I used net reflectance of 0.3 for the stone which means radiosity
would not make much difference without other objects in the scene.
This was the approximate initial lighting which I fine tuned in
post-process.


sphere{
  <0,0.77,0>,0.77 
  pigment{rgb 1} finish{diffuse 0.3 ambient 0.01}
}

plane{y,0 pigment{checker rgb 1,rgb 0.5 scale 0.8}
finish{diffuse 0.6 ambient 0.01}}

camera{
  location<0,10.8,-23>
  up y right x
  direction 12*z
  look_at<0,0.77,0>
}

light_source{
  <0,0,-23>
  rgb<0.7,1,0.9>*0.8
  area_light 8*x,8*y,4,4 adaptive 0 jitter
  rotate 5*x
  rotate 90*y
}


light_source{
  <0,0,-3>
  rgb<1,0.7,0.4>*0.8
  area_light 0.8*x,0.8*y,4,4 adaptive 0 jitter
  rotate 70*x
  rotate 30*y
}
 
light_source{
  <0,0,-23>
  rgb<1,0.9,0.7>*2.5
  area_light 4*x,4*y,4,4 adaptive 0 jitter
  rotate 10*x
  rotate -80*y
}

light_source{
  <0,0,-23>
  rgb<0.5,0.7,1>*0.5
  area_light 4*x,4*y,4,4 adaptive 0 jitter
  rotate 60*x
  rotate -30*y
}


_____________
Kari Kivisalo


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From: Kari Kivisalo
Subject: Re: Testing 1..2..3 (100k)
Date: 1 Mar 2003 10:34:52
Message: <3E60D322.EAF14920@luxlab.com>
Apache wrote:
>
> And now how/where dit you get that mesh?

I got a a couple of years ago from one of the free 3d model sites.
It uses about 170MB RAM and has 1M triangles. 


_____________
Kari Kivisalo


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