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15 Aug 2024 12:15:29 EDT (-0400)
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From: Patrick Dugan
Subject: Re: Glowing thick wire effect?
Date: 15 Jul 2002 17:04:11
Message: <3d3338cb$1@news.povray.org>
Well it might remove the interior surfaces but I want these objects to be
solid.
The reduction of the f & t settings were simply an experiment to see how I
could alter the color.

"Andrew Wilcox" <awi### [at] unpuzzledcom> wrote in message
news:3d333770@news.povray.org...
> Try a "merge" instead of a "union" since they spheres and cylinder are one
> object, not merely a collection of objects.  That will remove the interior
> surfaces.
>
> Andrew
>
>
>
>


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From: Hugo
Subject: Re: Glowing thick wire effect?
Date: 15 Jul 2002 17:27:25
Message: <3d333e3d@news.povray.org>
> Well it might remove the interior surfaces
> but I want these objects to be solid.

They will still be solid with 'merge'.

> The reduction of the f & t settings were simply
> an experiment to see how I could alter the color.

I understand, but I'm not very experienced with media.. I think you need
more 'power' settings. There are actually no glowing effect at the moment.
With glow, the thickest parts will become almost white (as you want it) and
the edges will be blurred.

Regards,
Hugo


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From: Patrick Dugan
Subject: Re: Glowing thick wire effect?
Date: 15 Jul 2002 17:58:46
Message: <3d334596$1@news.povray.org>
So there may not be a way to make such a thing?  I was hoping it would be
(somewhat) easy using media and the "looks like" function.

"Hugo" <hua### [at] post3teledk> wrote in message
news:3d333e3d@news.povray.org...
> > Well it might remove the interior surfaces
> > but I want these objects to be solid.
>
> They will still be solid with 'merge'.
>
> > The reduction of the f & t settings were simply
> > an experiment to see how I could alter the color.
>
> I understand, but I'm not very experienced with media.. I think you need
> more 'power' settings. There are actually no glowing effect at the moment.
> With glow, the thickest parts will become almost white (as you want it)
and
> the edges will be blurred.
>
> Regards,
> Hugo
>
>
>


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From: Hugo
Subject: Re: Glowing thick wire effect?
Date: 15 Jul 2002 18:46:34
Message: <3d3350ca$1@news.povray.org>
> So there may not be a way to make such a thing?

I think there is, just I'm not good at media.. Other people will probably
tell you how.. But anyway, there might be an alternative to media that will
render quicker. If I understand what you're trying to achieve (a small glow
around the objects) you could use a pigment_map that goes from 'fully
transparant' to 'yellowish' and ends in 'white'.. This is a faked glow
effect..

You could apply this pigment to cylinders, and make up the letters with
those cylinders. But this idea will only give a 'small' glow.. If you're
trying to get a big 'fog' around the objects, also visible from far away,
then you need media.

Regards,
Hugo


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From: Peter Hertel
Subject: Re: Glowing thick wire effect?
Date: 15 Jul 2002 18:48:57
Message: <3d335159@news.povray.org>
> How can I get the whole mess consistent in color?  Am I going about this
the
> wrong way?  I really want the object(s) to emit light and glow.
I'd use radiosity instead of lights and looks_like.
High ambient finish should do it..

If you want to try media, you could take a look at a lightsaber blade I did:
http://hertel.no/peter/povray/2002/lightsaber.blade.pov
It doesn't emit light, but it fakes glow.

Good luck!

--
_.-=^=-._.-=[ Peter ]=-._.-=^=-._
  _.-=[ http://hertel.no/peter ]=-._


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From: Patrick Dugan
Subject: Re: Glowing thick wire effect?
Date: 15 Jul 2002 19:59:51
Message: <3d3361f7@news.povray.org>
Well I thought about that but I also want the object to actually emit light
too.

"Hugo" <hua### [at] post3teledk> wrote in message
news:3d3350ca$1@news.povray.org...
> > So there may not be a way to make such a thing?
>
> I think there is, just I'm not good at media.. Other people will probably
> tell you how.. But anyway, there might be an alternative to media that
will
> render quicker. If I understand what you're trying to achieve (a small
glow
> around the objects) you could use a pigment_map that goes from 'fully
> transparant' to 'yellowish' and ends in 'white'.. This is a faked glow
> effect..
>
> You could apply this pigment to cylinders, and make up the letters with
> those cylinders. But this idea will only give a 'small' glow.. If you're
> trying to get a big 'fog' around the objects, also visible from far away,
> then you need media.
>
> Regards,
> Hugo
>
>


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From: Patrick Dugan
Subject: Re: Glowing thick wire effect?
Date: 15 Jul 2002 20:03:29
Message: <3d3362d1@news.povray.org>
Well I am using radiosity but I want the object to emit light.  Ambient
won't cast shadows

"Peter Hertel" <peter@hertel**NOSPAM**.no> wrote in message
news:3d335159@news.povray.org...
> > How can I get the whole mess consistent in color?  Am I going about this
> the
> > wrong way?  I really want the object(s) to emit light and glow.
> I'd use radiosity instead of lights and looks_like.
> High ambient finish should do it..
>
> If you want to try media, you could take a look at a lightsaber blade I
did:
> http://hertel.no/peter/povray/2002/lightsaber.blade.pov
> It doesn't emit light, but it fakes glow.
>
> Good luck!
>
> --
> _.-=^=-._.-=[ Peter ]=-._.-=^=-._
>   _.-=[ http://hertel.no/peter ]=-._
>
>


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From: hughes b
Subject: Re: Glowing thick wire effect?
Date: 15 Jul 2002 23:32:51
Message: <3d3393e3@news.povray.org>
I think you're having to deal with environmental factors; which is to say,
it all depends on how the light source object is applied to the scene. The
background is paramount when transparency is involved. I changed some things
but basically everyone is right about using merge to remove inside surfaces
first and foremost. To get the glowing effect you must look through at least
the edges of a media object. If the object is directly between a background
and camera then the appearance is different than when not aligned.
Obviously, the main concern with this particular scene is how to go about
getting a brighter interior and at the same time dimmer edges. I reduced the
transmit for one thing, that always tends to overbrighten the container
object if filter is used in conjunction.
Anyway, check out:

global_settings {
        radiosity {}
        photons {
                spacing .03
                media 100,2
        }
}

#declare NixieColor = color rgbft<1.00,0.5,0.00,1,.5>;
#declare NixieColorEmit = color rgb<1.00,0.5,0.00>;
#declare NixieColorScat = color rgb<1.00,0.5,0.00>/5;

#declare Number1 =
merge {
   cylinder {<0,-0.95,0>,<0,0.95,0>,0.1}
   sphere {<0,-0.95,0>,0.1}
   sphere {<0, 0.95,0>,0.1}
 pigment {NixieColor}
 finish {ambient 0 diffuse 0}
   interior {
      media {
   emission NixieColor//Emit
     scattering { 4, NixieColorScat}
     density {rgb 2}
   intervals 1
   samples 20
   method 3
      }
   }
   hollow
   photons {target reflection on collect on}
}

#declare NixieNumber1 =
   light_source {
      0,
      NixieColor
      looks_like {Number1}
      area_light .1*x,y,2,6 jitter
      fade_distance 1
      fade_power 2
   photons {reflection on}
   }

object{NixieNumber1 scale .25 translate <-1,-1,0>/3}

// things to see the light source and photons against
plane {z,1 pigment {rgb 1} hollow photons {target}}
box {-1,1 pigment {rgb 0} finish {reflection 1}
 photons {target reflection on}
  rotate <30,30,0>
   // rotate 15*y // add this to see number object on box
   translate <1.5,1,-.5>}

camera {
  location  <0, 0, -3>
  look_at   0
  angle 50
}


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From: Hugo
Subject: Re: Glowing thick wire effect?
Date: 16 Jul 2002 04:46:04
Message: <3d33dd4c$1@news.povray.org>
> Well I thought about that but I also want the object
> to actually emit light too.

Emitting media works like ambient. It doesn't really emit light.

I was curious as to how it would look with pigments. I made an experiment:


//camera { location <-2,1,-3> look_at 0 }
//camera { orthographic location -3*z look_at 0 }
camera { location -3*z look_at 0 }

light_source { <-15,45,-60>,1 }

#declare Color1=<1, 1, .8 ,.9>;
#declare Color2=<1, 1, .5 ,.65>;
#declare Color3=<1.35, 1.35 ,1.35,0>;

#declare Cyl = cylinder { -1*y, 1*y, .15
 pigment { cylindrical pigment_map {
   [ 0 rgbt 1 ]
   [ .15 rgbt Color1 ]
   [ .39 rgbt Color2 ]
   [ 1 rgbt Color3 ] }
  scale <.135,1,1> }
 finish { ambient 1 diffuse 0 }
}

#declare Sph = sphere { 0, .15
 pigment { spherical pigment_map {
   [ 0 rgbt 1 ]
   [ .15 rgbt Color1 ]
   [ .39 rgbt Color2 ]
   [ 1 rgbt Color3 ] }
  scale <.135,.13,1> }
 finish { ambient 1 diffuse 0 }
}

#declare Number0 = merge {
 #local cnt=0;
 #local step=.01;
 #while (cnt<1)
  object { Cyl scale <1,.04,1>
   translate .95*x rotate (cnt*360)*z }
  #local cnt=cnt+step;
 #end
 no_shadow
 bounded_by { box { <-1.3,1.3,.15>,<1.3,-1.3,-.15> }}
}

#declare Number1 = merge {
 object { Cyl scale <1,.95,1> pigment { turbulence .12 }}
 object { Sph translate -.95*y }
 object { Sph translate .95*y }
 no_shadow
}

object { Number0 translate -.5*x }
object { Number1 translate 1.2*x }

plane { z,10
 pigment { wrinkles
  pigment_map { [ 0 rgb .5 ] [ 1 rgb <1,.7,.6> ] }
  scale 4 }
 hollow
}


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From: Patrick Dugan
Subject: Re: Glowing thick wire effect?
Date: 16 Jul 2002 08:59:52
Message: <3d3418c8$1@news.povray.org>
Yes!  That is what I'm trying to get to.  It looks like an element from
an electric stove top.  Great!

Thanks!
Patrick Dugan


"hughes b" <omn### [at] charternet> wrote in message
news:3d3393e3@news.povray.org...
> I think you're having to deal with environmental factors; which is to say,
> it all depends on how the light source object is applied to the scene. The
> background is paramount when transparency is involved. I changed some
things
> but basically everyone is right about using merge to remove inside
surfaces
> first and foremost. To get the glowing effect you must look through at
least
> the edges of a media object. If the object is directly between a
background
> and camera then the appearance is different than when not aligned.
> Obviously, the main concern with this particular scene is how to go about
> getting a brighter interior and at the same time dimmer edges. I reduced
the
> transmit for one thing, that always tends to overbrighten the container
> object if filter is used in conjunction.
> Anyway, check out:
>
> global_settings {
>         radiosity {}
>         photons {
>                 spacing .03
>                 media 100,2
>         }
> }
>
> #declare NixieColor = color rgbft<1.00,0.5,0.00,1,.5>;
> #declare NixieColorEmit = color rgb<1.00,0.5,0.00>;
> #declare NixieColorScat = color rgb<1.00,0.5,0.00>/5;
>
> #declare Number1 =
> merge {
>    cylinder {<0,-0.95,0>,<0,0.95,0>,0.1}
>    sphere {<0,-0.95,0>,0.1}
>    sphere {<0, 0.95,0>,0.1}
>  pigment {NixieColor}
>  finish {ambient 0 diffuse 0}
>    interior {
>       media {
>    emission NixieColor//Emit
>      scattering { 4, NixieColorScat}
>      density {rgb 2}
>    intervals 1
>    samples 20
>    method 3
>       }
>    }
>    hollow
>    photons {target reflection on collect on}
> }
>
> #declare NixieNumber1 =
>    light_source {
>       0,
>       NixieColor
>       looks_like {Number1}
>       area_light .1*x,y,2,6 jitter
>       fade_distance 1
>       fade_power 2
>    photons {reflection on}
>    }
>
> object{NixieNumber1 scale .25 translate <-1,-1,0>/3}
>
> // things to see the light source and photons against
> plane {z,1 pigment {rgb 1} hollow photons {target}}
> box {-1,1 pigment {rgb 0} finish {reflection 1}
>  photons {target reflection on}
>   rotate <30,30,0>
>    // rotate 15*y // add this to see number object on box
>    translate <1.5,1,-.5>}
>
> camera {
>   location  <0, 0, -3>
>   look_at   0
>   angle 50
> }
>
>
>
>


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