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First W.I.P.
I wish there was a way to make the atmosphere thin enough to still see the colors of
the sky sphere.
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Bryan Valencia wrote:
> First W.I.P.
>
> I wish there was a way to make the atmosphere thin enough to still see
> the colors of the sky sphere.
and now the attachment.
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Attachments:
Download 'media-atmosphere.jpg' (65 KB)
Preview of image 'media-atmosphere.jpg'
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Bryan Valencia nous illumina en ce 2008-07-23 17:30 -->
> First W.I.P.
>
> I wish there was a way to make the atmosphere thin enough to still see
> the colors of the sky sphere.
With various patterns, you can make thick enough near the ground but thin enough
so that you can still see the sky.
Try the planar pattern. It evaluate as 1 on the x-z plane and drop linearly to
zero one unit up and down. You just need to scale it apropiately. You can also
use some of the wave forms variations to change the rate ov change.
scalop_wave will stay high near the ground and drop sharply near the top for
example.
--
Alain
-------------------------------------------------
Agnostic: What is this shit?
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Alain wrote:
> Bryan Valencia nous illumina en ce 2008-07-23 17:30 -->
>> First W.I.P.
>>
>> I wish there was a way to make the atmosphere thin enough to still see
>> the colors of the sky sphere.
> With various patterns, you can make thick enough near the ground but
> thin enough so that you can still see the sky.
> Try the planar pattern. It evaluate as 1 on the x-z plane and drop
> linearly to zero one unit up and down. You just need to scale it
> apropiately. You can also use some of the wave forms variations to
> change the rate ov change.
> scalop_wave will stay high near the ground and drop sharply near the top
> for example.
>
ok, maybe I'm just dense (pun intended)
But I added the 2 densities and my media effect disappeared while the sky was still
white.
This is my media
media {
intervals 20
scattering { 4, rgb 0.01 }
samples 2, 10
confidence 0.9999
variance 1/1000
ratio 0.9
// density {planar scale y*5 }
// density {granite scale 0.1}
}
The two // lines are the ones I added.
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"Bryan Valencia" <no### [at] waycom> schreef in bericht
news:4887f27d$1@news.povray.org...
>
> ok, maybe I'm just dense (pun intended)
> But I added the 2 densities and my media effect disappeared while the sky
> was still white.
>
> This is my media
>
> media {
> intervals 20
> scattering { 4, rgb 0.01 }
> samples 2, 10
> confidence 0.9999
> variance 1/1000
> ratio 0.9
> // density {planar scale y*5 }
> // density {granite scale 0.1}
> }
>
> The two // lines are the ones I added.
As a start, try this from one of my scenes. The parameter SkyScale scales
the sphere used as a sky.
Also, remember to always use intervals = 1 as the default method is 3.
//start code
background {Black}
sphere { <0, 0, 0>, 1
texture {pigment {rgb 0 transmit 1} }
interior_texture {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>*0.3 transmit 0.3]
[0.7 rgb <0.0,0.1,0.8>*0.3 transmit 0.3]
}
}
finish {ambient 1 diffuse 0}
}
scale SkyScale
hollow
#if (Atmo)
interior {
media {
intervals 1
scattering {2, rgb 0.3/SkyScale}
samples 300
confidence 0.9999
variance 1/1000
ratio 0.9
}
}
#end
}
//end code
Thomas
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Bryan Valencia nous illumina en ce 2008-07-23 23:09 -->
> Alain wrote:
>> Bryan Valencia nous illumina en ce 2008-07-23 17:30 -->
>>> First W.I.P.
>>>
>>> I wish there was a way to make the atmosphere thin enough to still
>>> see the colors of the sky sphere.
>> With various patterns, you can make thick enough near the ground but
>> thin enough so that you can still see the sky.
>> Try the planar pattern. It evaluate as 1 on the x-z plane and drop
>> linearly to zero one unit up and down. You just need to scale it
>> apropiately. You can also use some of the wave forms variations to
>> change the rate ov change.
>> scalop_wave will stay high near the ground and drop sharply near the
>> top for example.
>>
>
>
> ok, maybe I'm just dense (pun intended)
> But I added the 2 densities and my media effect disappeared while the
> sky was still white.
>
> This is my media
>
> media {
> intervals 20
> scattering { 4, rgb 0.01 }
> samples 2, 10
> confidence 0.9999
> variance 1/1000
> ratio 0.9
> // density {planar scale y*5 }
> // density {granite scale 0.1}
> }
>
> The two // lines are the ones I added.
If your sky is still white, maybe your sky have a problem. Completely remove the
media and see if the sky is OK.
Concerning your media:
The default method is method 3. With this method, you should keep intervals 1
and increase samples. Also, this method only use the first samples value and
ignore the second value. The documentation have not been updated for version 3.6
and is only correct if you use method 1 or 2.
The defaults are:
method 3
intervels 1
samples 3
Made a test scene, background used for a blue sky.
Try with the planar pattern enabled, OK. Media present, sky visible.
Uncomment the granite density. Much slower, (may be beter to use some
turbulence) "sky" still visible, media present.
--
Alain
-------------------------------------------------
SHOPPING MATH
A man will pay $20 for a $10 item he needs.
A woman will pay $10 for a $20 item that she doesn't need.
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well I'm sure I did this wrong, but there was no combination that I could get the
results I wanted.
media {
method 3
intervals 1
scattering { 2, rgb 0.0002 }
samples 10, 1000
confidence 0.9999
variance 1/1000
ratio 0.9
density {planar scale y*55 }
//density {granite turbulence 2 scale 0.1}
density {bumps turbulence 2 scale 20}
}
gives this.
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Attachments:
Download 'media-atmosphere2.jpg' (66 KB)
Download 'media-atmosphere3.jpg' (89 KB)
Preview of image 'media-atmosphere2.jpg'
Preview of image 'media-atmosphere3.jpg'
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I tried these setting Thomas and it took an hour to render 1/8th of the picture.
Honestly, there MUST be a better way.
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"Bryan Valencia" <no### [at] waycom> schreef in bericht
news:488a58c9$1@news.povray.org...
>I tried these setting Thomas and it took an hour to render 1/8th of the
>picture.
>
> Honestly, there MUST be a better way.
Hmm. Mostly the sky and buildings would take time I suppose. The lower half
should be faster. Nonetheless, the slowness seems not too prohibitive to me.
In a two pass render, it would perhaps be more efficient.
Thomas
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Bryan Valencia nous illumina en ce 2008-07-25 18:46 -->
> well I'm sure I did this wrong, but there was no combination that I
> could get the results I wanted.
>
> media {
> method 3
> intervals 1
> scattering { 2, rgb 0.0002 }
> samples 10, 1000
This does the same: samples 10
> confidence 0.9999
> variance 1/1000
> ratio 0.9
> density {planar scale y*55 }
> //density {granite turbulence 2 scale 0.1}
> density {bumps turbulence 2 scale 20}
> }
>
>
> gives this.
>
>
Geting beter, at least, now, you can see the sky.
You may try using 2 medias:
The current one and one, thinner, using scattering{4, rgb<0,0.2,1>*0.00001 ...}
--
Alain
-------------------------------------------------
My wife is such a bad cook, in my house we pray after the meal.
Rodney Dangerfield
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