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Hi,
For my PovComp WIP, I'm trying to use blobs as liquid containers. I have
made a little scene to illustrate the problem I have.
In this scene you see eight containers, on the right are two CSG
containers to check if the problem appears. On the left you have 3
series of blob container from deep on the right to shallow on the left.
They are all filled with liquid, first plane, the containers are filled
with a semi sphere that is a little bigger than the hole (which is what
I would like to do) and second plane, the liquid is 'differenced' to be
a little bit smaller than the hole.
As you can see all the first plane blob containers have a line appearing
at the contact between the liquid's surface and the container. And this
line gets thicker as the slope is less steep.
Is this a bug ? Is it something I made wrong (I made the code available)
? Is there any way to avoid it ?
Thanks for your help,
JC
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JC (Exether) nous apporta ses lumieres ainsi en ce 2004-12-14 10:03... :
> Hi,
>
> For my PovComp WIP, I'm trying to use blobs as liquid containers. I
> have made a little scene to illustrate the problem I have.
> In this scene you see eight containers, on the right are two CSG
> containers to check if the problem appears. On the left you have 3
> series of blob container from deep on the right to shallow on the left.
> They are all filled with liquid, first plane, the containers are
> filled with a semi sphere that is a little bigger than the hole (which
> is what I would like to do) and second plane, the liquid is
> 'differenced' to be a little bit smaller than the hole.
>
> As you can see all the first plane blob containers have a line
> appearing at the contact between the liquid's surface and the
> container. And this line gets thicker as the slope is less steep.
>
> Is this a bug ? Is it something I made wrong (I made the code
> available) ? Is there any way to avoid it ?
>
> Thanks for your help,
>
> JC
>
> ------------------------------------------------------------------------
>
>
>------------------------------------------------------------------------
>
>// Persistence of Vision Ray Tracer Scene Description File
>// File: ?.pov
>// Vers: 3.5
>// Desc: Radiosity Scene Template
>// Date: mm/dd/yy
>// Auth: ?
>//
>
>#version 3.5;
>
>#declare Radiosity=on;
>
>global_settings {
> assumed_gamma 1.5
> #if (Radiosity)
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.01
> count 50
> nearest_count 5
> error_bound 0.9
> }
> #end
>}
>
>#default {
> texture {
> pigment {rgb 1}
> #if (Radiosity)
> finish {
> ambient 0.0
> diffuse 0.6
> specular 0.3
> }
> #else
> finish {
> ambient 0.1
> diffuse 0.6
> specular 0.3
> }
> #end
> }
>}
>
>// ----------------------------------------
>
>camera {
> right x*image_width/image_height
> location <0,3,-4>
> look_at <0,1,0>
> angle 55
>}
>
>light_source {
> <40,30,-45> // light's position
> color rgb <1, 1, 1> // light's color
>}
>
>// ----------------------------------------
>
>plane { y, 0 }
>plane { y, -10 }
>
>#declare M_Water= material {
> texture{
> #declare SC=1/255;
> pigment{rgbt <SC*57, SC*63, SC*66, 0.9>}
> finish{ambient 0 diffuse 0.3 reflection {0,1 fresnel on} conserve_energy
specular 0.4 roughness 0.003 }
> }
> interior{
> ior 1.34
> fade_distance 1
> fade_power 1001
> fade_color rgbt <SC*37, SC*63, SC*45, 0.7>
> }
>}
>
>// create a smooth blobby shape
>#declare RadiusVal = 1.0; // (0 < RadiusVal) outer sphere of influence on other
components
>#declare StrengthVal = 1.0; // (+ or -) strength of component's radiating density
>
>#macro BBassin (thr, flat)
>blob {
> threshold thr
> sphere { y, RadiusVal, StrengthVal }
> sphere { <0,1.5*flat,0>, RadiusVal*0.7*flat, -StrengthVal }
> sphere { <0,1.2*flat,0>, RadiusVal*0.5*flat, -StrengthVal }
>}
>#end
>
>#local SBassin1 = difference {
> sphere { <0,1,0>, 0.6 }
> sphere { <0,1.5,0>, 0.5 }
> sphere { <0,1.2,0>, 0.4 }
>}
>#local SBassin2 = difference {
> sphere { <0,1,0>, 0.59 }
> sphere { <0,1.5,0>, 0.49 }
> sphere { <0,1.2,0>, 0.4 }
>}
>
>
>#declare Water = intersection {
> sphere { <0,1.15,0>, 0.5 }
> cylinder { <0,0.7,0>, <0,1.15,0>, 0.51 }
>}
>
>#local e=0.6;
>union {
> object { BBassin (0.4, 1.0) }
> object { Water material { M_Water } }
> translate <e,0,-e>
>}
>union {
> object { BBassin (0.4, 1.0) }
> difference { object { Water } object { BBassin (0.39,1.0) } material { M_Water } }
> translate <e,0,e>
>}
>union {
> object { BBassin (0.4, 1.1) }
> object { Water material { M_Water } }
> translate <-e,0,-e>
>}
>union {
> object { BBassin (0.4, 1.1) }
> difference { object { Water } object { BBassin (0.39,1.1) } material { M_Water } }
> translate <-e,0,e>
>}
>union {
> object { BBassin (0.4, 1.2) }
> object { Water material { M_Water } }
> translate <-3*e,0,-e>
>}
>union {
> object { BBassin (0.4, 1.2) }
> difference { object { Water } object { BBassin (0.39,1.2) } material { M_Water } }
> translate <-3*e,0,e>
>}
>union {
> object { SBassin1 }
> object { Water material { M_Water } }
> translate <3*e,0,-e>
>}
>union {
> object { SBassin1 }
> difference { object { Water } object { SBassin2 } material { M_Water } }
> translate <3*e,0,e>
>}
>
>
>
You've been hit by a bad case of
ray-misses-the-intersection-between-two-surfaces-and-hit-what's-behind!
Adding a different interior_textures to each examples give me 6
differently coloured areas where you have black.
My render (raised the camera a bit, no radiosity, interior with ambient 1):
Alain
Post a reply to this message
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Argh ...
Any hope I can lower these artifact (increasing precision ??) ?
At least you provided me with some kind of work around, I'll color the
interior with something harder to see than black.
POVComp computer is mine !!! ;-))
Thanks,
Alain wrote:
> JC (Exether) nous apporta ses lumieres ainsi en ce 2004-12-14 10:03... :
>
>> Hi,
>>
>> For my PovComp WIP, I'm trying to use blobs as liquid containers. I
>> have made a little scene to illustrate the problem I have.
>> In this scene you see eight containers, on the right are two CSG
>> containers to check if the problem appears. On the left you have 3
>> series of blob container from deep on the right to shallow on the left.
>> They are all filled with liquid, first plane, the containers are
>> filled with a semi sphere that is a little bigger than the hole (which
>> is what I would like to do) and second plane, the liquid is
>> 'differenced' to be a little bit smaller than the hole.
>>
>> As you can see all the first plane blob containers have a line
>> appearing at the contact between the liquid's surface and the
>> container. And this line gets thicker as the slope is less steep.
>>
>> Is this a bug ? Is it something I made wrong (I made the code
>> available) ? Is there any way to avoid it ?
>>
>> Thanks for your help,
>>
>> JC
>>
>> ------------------------------------------------------------------------
>>
> You've been hit by a bad case of
> ray-misses-the-intersection-between-two-surfaces-and-hit-what's-behind!
> Adding a different interior_textures to each examples give me 6
> differently coloured areas where you have black.
> My render (raised the camera a bit, no radiosity, interior with ambient 1):
>
> Alain
>
> ------------------------------------------------------------------------
>
Post a reply to this message
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errr ...
What interior exactly did you change ? Do you have a code sample ?
JC
Alain wrote:
> JC (Exether) nous apporta ses lumieres ainsi en ce 2004-12-14 10:03... :
>
>> Hi,
>>
>> For my PovComp WIP, I'm trying to use blobs as liquid containers. I
>> have made a little scene to illustrate the problem I have.
>> In this scene you see eight containers, on the right are two CSG
>> containers to check if the problem appears. On the left you have 3
>> series of blob container from deep on the right to shallow on the left.
>> They are all filled with liquid, first plane, the containers are
>> filled with a semi sphere that is a little bigger than the hole (which
>> is what I would like to do) and second plane, the liquid is
>> 'differenced' to be a little bit smaller than the hole.
>>
>> As you can see all the first plane blob containers have a line
>> appearing at the contact between the liquid's surface and the
>> container. And this line gets thicker as the slope is less steep.
>>
>> Is this a bug ? Is it something I made wrong (I made the code
>> available) ? Is there any way to avoid it ?
>>
>> Thanks for your help,
>>
>> JC
>>
>> ------------------------------------------------------------------------
> You've been hit by a bad case of
> ray-misses-the-intersection-between-two-surfaces-and-hit-what's-behind!
> Adding a different interior_textures to each examples give me 6
> differently coloured areas where you have black.
> My render (raised the camera a bit, no radiosity, interior with ambient 1):
>
> Alain
>
> ------------------------------------------------------------------------
Post a reply to this message
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Among other things, JC (Exether) saw fit to write:
> errr ...
> What interior exactly did you change ? Do you have a code sample ?
I guess it's the blobs' interior, but I didn't try it...
--
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#289967 / / /\ \ PGP Pub Key
/ / /\ \ \ 0x01A95F99
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jellby \___________\/ yahoo.com
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JC (Exether) nous apporta ses lumieres ainsi en ce 2004-12-15 04:39... :
> errr ...
> What interior exactly did you change ? Do you have a code sample ?
The interior of each blob.
>
> JC
>
> Alain wrote:
>
>> JC (Exether) nous apporta ses lumieres ainsi en ce 2004-12-14 10:03... :
>>
>>> Hi,
>>>
>>> For my PovComp WIP, I'm trying to use blobs as liquid containers. I
>>> have made a little scene to illustrate the problem I have.
>>> In this scene you see eight containers, on the right are two CSG
>>> containers to check if the problem appears. On the left you have 3
>>> series of blob container from deep on the right to shallow on the left.
>>> They are all filled with liquid, first plane, the containers are
>>> filled with a semi sphere that is a little bigger than the hole
>>> (which is what I would like to do) and second plane, the liquid is
>>> 'differenced' to be a little bit smaller than the hole.
>>>
>>> As you can see all the first plane blob containers have a line
>>> appearing at the contact between the liquid's surface and the
>>> container. And this line gets thicker as the slope is less steep.
>>>
>>> Is this a bug ? Is it something I made wrong (I made the code
>>> available) ? Is there any way to avoid it ?
>>>
>>> Thanks for your help,
>>>
>>> JC
>>>
>>> ------------------------------------------------------------------------
>>>
>>
>> You've been hit by a bad case of
>> ray-misses-the-intersection-between-two-surfaces-and-hit-what's-behind!
>> Adding a different interior_textures to each examples give me 6
>> differently coloured areas where you have black.
>> My render (raised the camera a bit, no radiosity, interior with
>> ambient 1):
>>
>> Alain
>>
>> ------------------------------------------------------------------------
>
Sory for the late reply: compoter corruption :(
You need to use a texture in each object and follow it with an
interior_texture. You can remove the default{} block completely. It
seems impossible to add interior_texture in the default block.
Sample code:
union {
object { BBassin (0.4, 1.2) texture {
pigment {rgb 1}
#if (Radiosity)
finish {
ambient 0.0
diffuse 0.6
specular 0.3
}
#else
finish {
ambient 0.1
diffuse 0.6
specular 0.3
}
#end
interior_texture{pigment{rgb<1,0,0>}finish{ambient 1}}
}
difference { object { Water } object { BBassin (0.39,1.2) } material {
M_Water } }
translate <-3*e,0,e>
}
Alain
Post a reply to this message
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Oki, thanks, I didn't know about this feature, cool :-)
JC
Alain wrote:
> JC (Exether) nous apporta ses lumieres ainsi en ce 2004-12-15 04:39... :
>
>> errr ...
>> What interior exactly did you change ? Do you have a code sample ?
>
>
> The interior of each blob.
>
>>
>> JC
>>
>> Alain wrote:
>>
>>> JC (Exether) nous apporta ses lumieres ainsi en ce 2004-12-14 10:03... :
>>>
>>>> Hi,
>>>>
>>>> For my PovComp WIP, I'm trying to use blobs as liquid containers. I
>>>> have made a little scene to illustrate the problem I have.
>>>> In this scene you see eight containers, on the right are two CSG
>>>> containers to check if the problem appears. On the left you have 3
>>>> series of blob container from deep on the right to shallow on the left.
>>>> They are all filled with liquid, first plane, the containers are
>>>> filled with a semi sphere that is a little bigger than the hole
>>>> (which is what I would like to do) and second plane, the liquid is
>>>> 'differenced' to be a little bit smaller than the hole.
>>>>
>>>> As you can see all the first plane blob containers have a line
>>>> appearing at the contact between the liquid's surface and the
>>>> container. And this line gets thicker as the slope is less steep.
>>>>
>>>> Is this a bug ? Is it something I made wrong (I made the code
>>>> available) ? Is there any way to avoid it ?
>>>>
>>>> Thanks for your help,
>>>>
>>>> JC
>>>>
>>>> ------------------------------------------------------------------------
>>>>
>>>
>>>
>>> You've been hit by a bad case of
>>> ray-misses-the-intersection-between-two-surfaces-and-hit-what's-behind!
>>> Adding a different interior_textures to each examples give me 6
>>> differently coloured areas where you have black.
>>> My render (raised the camera a bit, no radiosity, interior with
>>> ambient 1):
>>>
>>> Alain
>>>
>>> ------------------------------------------------------------------------
>>
>>
> Sory for the late reply: compoter corruption :(
> You need to use a texture in each object and follow it with an
> interior_texture. You can remove the default{} block completely. It
> seems impossible to add interior_texture in the default block.
> Sample code:
> union {
> object { BBassin (0.4, 1.2) texture {
> pigment {rgb 1}
> #if (Radiosity)
> finish {
> ambient 0.0
> diffuse 0.6
> specular 0.3
> }
> #else
> finish {
> ambient 0.1
> diffuse 0.6
> specular 0.3
> }
> #end
> interior_texture{pigment{rgb<1,0,0>}finish{ambient 1}}
> }
> difference { object { Water } object { BBassin (0.39,1.2) } material {
> M_Water } }
> translate <-3*e,0,e>
> }
>
>
> Alain
--
http://exether.free.fr/irtc (more IRTC stats !)
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