POV-Ray : Newsgroups : povray.binaries.images : nuclear explosion v0.2 Server Time
9 Aug 2024 17:19:04 EDT (-0400)
  nuclear explosion v0.2 (Message 4 to 13 of 33)  
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From: Slime
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 01:54:47
Message: <422d4c37$1@news.povray.org>
Big improvement! How exactly do you use AOI to create that effect? What sort
of surface is the texture on?

 - Slime
 [ http://www.slimeland.com/ ]


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From: jaime
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 04:15:27
Message: <422d6d2f@news.povray.org>
Zeger Knaepen wrote:
> slightly better shape, and a better background :)
> but it took 10 minutes to trace this time

   Almost AWESOME ROLEX quality... I only miss the explosion lighting 
the mountains, but that would need some magic.

   I second Skip and Slime requests for the explanation: it should be 
really interesting to read...

--
Jaime


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From: Christoph Hormann
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 04:45:01
Message: <d0jrvg$2nn$1@chho.imagico.de>
Zeger Knaepen wrote:
> slightly better shape, and a better background :)
> but it took 10 minutes to trace this time

There is something wrong with the background - it is quite dark although 
it seems to be a sunny day.  The explosion now is quite bright (which 
probably is realistic but i lack the first hand experience here ;-))

So you would expect to see:

- the shadow of the explosion cast by the sun
- the light of the explosion cast on the surrounding.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 27 Feb. 2005 _____./\/^>_*_<^\/\.______


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From: Rene Bui
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 05:05:01
Message: <web.422d77959e24cecb1186d1c30@news.povray.org>
Very good indeed.

But a 'bit' too small for a nuclear explosion ! normally, no more mountains
and no more earth..

>Almost AWESOME ROLEX quality... I only miss the explosion lighting
>the mountains, but that would need some magic.
agree


Rene
----


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From: Rafal Maj Raf256
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 05:49:20
Message: <1737603.GOMX6Qxvpa@raf256com>
Zeger Knaepen wrote:

> slightly better shape, and a better background :)
> but it took 10 minutes to trace this time

Very photo-like, I would only change a bit shape of the "top"

btw, So, I see that topic of Americans attacking Iraq is popular in p.b.i
recently ;)

-- 
Rafal Maj Raf256


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From: Zeger Knaepen
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 06:11:59
Message: <422d887f$1@news.povray.org>
"Stefan Viljoen" <ryl### [at] polardcom> schreef in bericht
news:422d380b@news.povray.org...
> The right honourable Zeger Knaepen spake:
>
> > slightly better shape, and a better background :)
> > but it took 10 minutes to trace this time
> >
> > cu!
>
> Wow... how DID you do that?!

:)
9500 spheres arranged in a mushroom-shape (with a lot of while-loops of
course :)) and seperated into a couple of categories: smoke, dust and 3
types of fire, all textured with a simple texture: something like:
(for the fire)

texture {
 pigment {
  aoi
  color_map {
   [0 rgb <1,.6,.4>*2 transmit 1]
   [.5 rgb <1,.6,.4>*2 transmit .75]
  }
  poly_wave .75
 }
 normal {bumps .5 scale .5 warp {turbulence .5 lambda 3}}
 finish {ambient .1 diffuse 1.5 brilliance 2}
}


cu!
-- 
ZK AKA Gaeriel
http://www.povplace.be.tf
"The door on your left. No, your other left!"


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From: Zeger Knaepen
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 06:15:12
Message: <422d8940$1@news.povray.org>
"Skip Talbot" <Ski### [at] aolcom> schreef in bericht
news:422d42e1$1@news.povray.org...
> That looks really, really good Zeger.  I mean that.

Thanks!

> I saw in your previous post that you are using AOI.  I thought about doing
> the same thing for modeling a large thunderhead.  Its very much faster
like
> you said, and modeling something like a thunderhead with media is just a
> headache waiting to happen.  How did you place your AOI sphere (or
whatever
> surfaces you are using to create the shape), by hand, some sort of macro?

Well, there are 9500 spheres, so clearly I didn't place them by hand :p
They're all randomly placed, within certain boundaries.  Each shape (the
head of the explosion, every shockwave and so on) is a collection of some
while-loops of 30 to 1000 spheres (according to the density of that part).
The next step is to make it animatable :)

cu!
-- 
ZK AKA Gaeriel
http://www.povplace.be.tf
"Use the instrumentpanel, Luke!"


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From: Zeger Knaepen
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 06:18:27
Message: <422d8a03$1@news.povray.org>
"Slime" <fak### [at] emailaddress> schreef in bericht
news:422d4c37$1@news.povray.org...
> Big improvement!

thanks :)

> How exactly do you use AOI to create that effect? What sort
> of surface is the texture on?

I tried different things: one big shape with a texture_map, a couple of
blobs with different textures, a couple of merge's of spheres with different
textures and some union's of spheres with different texture.  Apparently the
overlapping surfaces you get with union instead of merge are vital to create
a believable gas-effect.

for the texture: see my reply to Stefan :)

cu!
-- 
ZK AKA Gaeriel
http://www.povplace.be.tf
"If we ain't outta here in ten minutes, we won't need no rocket to fly
through space."


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From: Zeger Knaepen
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 06:22:08
Message: <422d8ae0$1@news.povray.org>
"jaime" <jai### [at] ignoranciaorg> schreef in bericht
news:422d6d2f@news.povray.org...
> Zeger Knaepen wrote:
> > slightly better shape, and a better background :)
> > but it took 10 minutes to trace this time
>
>    Almost AWESOME ROLEX quality... I only miss the explosion lighting
> the mountains, but that would need some magic.

well, it actually should be possible... the lighting shouldn't be as
detailed as the mountains really are, so a simplistic model of the
mountains, textured with the background-image, could be used to simulate
lighting.

The only real problem is the shadow of the smoke and dust.  The whole
explosion has a no_shadow modifier, because otherwise it renders about 100
times slower :-/
I might be able to fake the shadow too...

>    I second Skip and Slime requests for the explanation: it should be
> really interesting to read...

Once it's animatable, I'll post the source :)

cu!
-- 
ZK AKA Gaeriel
http://www.povplace.be.tf
"The ships hang in the air in exactly the same way that bricks don't."


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From: Zeger Knaepen
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 06:24:31
Message: <422d8b6f$1@news.povray.org>
"Christoph Hormann" <chr### [at] gmxde> schreef in bericht
news:d0jrvg$2nn$1@chho.imagico.de...
> Zeger Knaepen wrote:
> > slightly better shape, and a better background :)
> > but it took 10 minutes to trace this time
>
> There is something wrong with the background - it is quite dark although
> it seems to be a sunny day.

I had to darken it, or the explosion would have been too bright :p

> The explosion now is quite bright (which
> probably is realistic but i lack the first hand experience here ;-))

I think it's still not bright enough to be realistic :)

> So you would expect to see:
>
> - the shadow of the explosion cast by the sun

working on that :)

> - the light of the explosion cast on the surrounding.

should be possible, like I explained in reply to jaime :)

cu!
-- 
ZK AKA Gaeriel
http://www.povplace.be.tf
"Train you will I. Train you I will. Yes! Step one: touch your tongue to
mine."


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