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From: Tek
Subject: Re: Fire and... wait, what the hell...? [100 KB]
Date: 10 Feb 2006 00:05:06
Message: <43ec1f02$1@news.povray.org>
"Gail Shaw" <gshaw AT sentechsa com> wrote in message 
news:43ec1820@news.povray.org...
>
> Leave the candle flame orange/yellow and put a fade_distance on it, then a
> blue light from above will look very nice. Warm in the center (within 
> range
> of the candle) and cool further away

Yeah exactly, you need the orange but it will look more orange if there's a 
second light that's at the other end of the spectrum and in a different part 
of the scene, lots of nice contrast and varying tone.

-- 
Tek
http://evilsuperbrain.com


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From: Orchid XP v2
Subject: Re: Fire and... wait, what the hell...? [100 KB]
Date: 10 Feb 2006 14:17:24
Message: <43ece6c4$1@news.povray.org>
>>I tried making the candle flame cyan instead of yellow.
>>
>>It made the wood look green! :-S
> 
> 
> Leave the candle flame orange/yellow and put a fade_distance on it, then a
> blue light from above will look very nice. Warm in the center (within range
> of the candle) and cool further away

The yellow light source inside the flame already has face_distance set. 
(And face_power=2.)

Now, here's a question. Should I add a blue *light source*, or just make 
the roof of the box bright blue and let radiosity do the rest?

>>The ice did look slightly more icy though. But only slightly. I think
>>maybe the ice is just too damn transparent? Or maybe I should put some
>>scattering media in it or something? (I mean heck, it's only 4 hours a
>>render at the moment; why not make it 4,000 hours??)
> 
> 
> Try these...
> 
> #declare M_Ice= // might be suitable, was designed for a frozen lake
>  material {
>   texture {
>    pigment{rgb <.9,.9,1>}
>    normal {bumps 0.02 scale 0.25 turbulence .5}
>    finish {specular 0.5 roughness 0.02 diffuse 0.7 ambient 0.3
>     reflection { 0 , 0.15 }
>     conserve_energy
>    }
>   }
>   interior {
>    ior 1.25
>    fade_distance 0.002
>    fade_power 2
>    fade_color rgb <1,1,1>
>   }
> }
> 
> #declare T_Snow=
>   texture {
>    pigment {rgb <0.95,0.95,1>}
>    finish {
>     ambient 0.25
>     diffuse 0.55
>     reflection {0,0.2}
>     specular 0.6 roughness 0.008
>    }
>    normal {granite 0.1 scale 0.01}
>   }

Thanks. I'll give 'em a whirl.

>>I haven't even started on the flame yet. As I see it, I need to fix the
>>abysmal wood and marble textures, make the ice look more like ice, and
>>somehow make my snow look like snow.
> 
> 
> The textures in woods.inc and stones.in are quite nice, at least as
> starting point

Um... isn't that defined as cheating?

>>So, basically, change the entire image, actually... >_<
> 
> 
> As my archery coach is fond of saying Why should you be different from
> everyone else? Most of my scenes go through 2-3 complete redesigns before
> I'm happy.

Ah well... we'll see what I can get done over the weekend...


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From: Gail Shaw
Subject: Re: Fire and... wait, what the hell...? [100 KB]
Date: 10 Feb 2006 14:50:51
Message: <43ecee9b@news.povray.org>
"Orchid XP v2" <voi### [at] devnull> wrote in message
news:43ece6c4$1@news.povray.org...
>
> The yellow light source inside the flame already has face_distance set.
> (And face_power=2.)

What's the fade_distance, what's the colour and how big is the scene?

> Now, here's a question. Should I add a blue *light source*, or just make
> the roof of the box bright blue and let radiosity do the rest?

personally, I'd say scrap the radiosity, but that's because I've never had
much luck with it.
Give it a try both with and without if you have the time.

>
> Thanks. I'll give 'em a whirl.

Pleasure

> > The textures in woods.inc and stones.in are quite nice, at least as
> > starting point
>
> Um... isn't that defined as cheating?

No, why would it? It's called not reinventing the wheel when it's not
necessary.

Irtc doesn't say that you must create everything yourself, just that you
must give credit for other's work
Do you not use any of the standard pov includes?


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From: Orchid XP v2
Subject: Re: Fire and... wait, what the hell...? [100 KB]
Date: 10 Feb 2006 16:55:08
Message: <43ed0bbc$1@news.povray.org>
>>The yellow light source inside the flame already has face_distance set.
>>(And face_power=2.)
> 
> 
> What's the fade_distance, what's the colour and how big is the scene?

*checks*

face_distance is 50 cm. (For reference, the candle is 20 cm tall.)

Colour is <0.9, 0.8, 0.5>.

>>Now, here's a question. Should I add a blue *light source*, or just make
>>the roof of the box bright blue and let radiosity do the rest?
> 
> 
> personally, I'd say scrap the radiosity, but that's because I've never had
> much luck with it.
> Give it a try both with and without if you have the time.

Without the radiosity, almost the entire floor is in shaddow and comes 
out pure black. (It's shaded by the candle. BTW, *real* candles do this 
also. I have *lots* of candles. What can I say? I enjoy burning things. 
Erm...)

Of course, if I add another light source...

>>>The textures in woods.inc and stones.in are quite nice, at least as
>>>starting point
>>
>>Um... isn't that defined as cheating?
> 
> 
> No, why would it? It's called not reinventing the wheel when it's not
> necessary.
> 
> Irtc doesn't say that you must create everything yourself, just that you
> must give credit for other's work
> Do you not use any of the standard pov includes?

I used functions.inc so I could access f_bozo [which is what generates 
that bizzare candle] and f_crackle [for the ice crystals]. But no, I 
never use anything else.


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From: Tek
Subject: Re: Fire and... wait, what the hell...? [100 KB]
Date: 11 Feb 2006 04:04:48
Message: <43eda8b0$1@news.povray.org>
Personally I always use radiosity if it doesn't make my renders too slow 
(which it usually does!), particularly if I have an enclosed scene like this 
where you'd need a lot of lights to fake all the light that should be 
bouncing off the walls. I normally use the Radiosity_Fast setting in 
rad_def.inc, because it's way too complex to figure out what all the 
radiosity settings do.

-- 
Tek
http://evilsuperbrain.com

"Orchid XP v2" <voi### [at] devnull> wrote in message 
news:43ed0bbc$1@news.povray.org...
>>>The yellow light source inside the flame already has face_distance set.
>>>(And face_power=2.)
>>
>>
>> What's the fade_distance, what's the colour and how big is the scene?
>
> *checks*
>
> face_distance is 50 cm. (For reference, the candle is 20 cm tall.)
>
> Colour is <0.9, 0.8, 0.5>.
>
>>>Now, here's a question. Should I add a blue *light source*, or just make
>>>the roof of the box bright blue and let radiosity do the rest?
>>
>>
>> personally, I'd say scrap the radiosity, but that's because I've never 
>> had
>> much luck with it.
>> Give it a try both with and without if you have the time.
>
> Without the radiosity, almost the entire floor is in shaddow and comes out 
> pure black. (It's shaded by the candle. BTW, *real* candles do this also. 
> I have *lots* of candles. What can I say? I enjoy burning things. Erm...)
>
> Of course, if I add another light source...
>
>>>>The textures in woods.inc and stones.in are quite nice, at least as
>>>>starting point
>>>
>>>Um... isn't that defined as cheating?
>>
>>
>> No, why would it? It's called not reinventing the wheel when it's not
>> necessary.
>>
>> Irtc doesn't say that you must create everything yourself, just that you
>> must give credit for other's work
>> Do you not use any of the standard pov includes?
>
> I used functions.inc so I could access f_bozo [which is what generates 
> that bizzare candle] and f_crackle [for the ice crystals]. But no, I never 
> use anything else.


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