![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
A little Monday abstract inspired (but remarkably different) by
http://brazil.mcneel.com/photos/other/images/792/original.aspx
Sources in p.b.s.
A question:
- Using a glass material and a normal, is there a way to affect the
shadows? (i.e. I want to see the effects of the normal in the shadow)
Suggestion are welcome...
;-)
Paolo
Post a reply to this message
Attachments:
Download 'test_textures_33_1280_aa_radiosity_photons.jpg' (121 KB)
Preview of image 'test_textures_33_1280_aa_radiosity_photons.jpg'
![test_textures_33_1280_aa_radiosity_photons.jpg](/povray.binaries.images/attachment/%3C48970c44%40news.povray.org%3E/test_textures_33_1280_aa_radiosity_photons.jpg?ttop=443866&toff=3100&preview=1)
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Paolo Gibellini" <p.g### [at] gmail com> schreef in bericht
news:48970c44@news.povray.org...
>A little Monday abstract inspired (but remarkably different) by
> http://brazil.mcneel.com/photos/other/images/792/original.aspx
> Sources in p.b.s.
> A question:
> - Using a glass material and a normal, is there a way to affect the
> shadows? (i.e. I want to see the effects of the normal in the shadow)
> Suggestion are welcome...
> ;-)
Very nice, although a little pale overall? Like fog?
Interesting question. My uneducated guess would be no. Only possible if you
use media? I am sure there are more knowledgeable people around though...
:-)
Thomas
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Paolo Gibellini wrote:
> A little Monday abstract inspired (but remarkably different) by
> http://brazil.mcneel.com/photos/other/images/792/original.aspx
> Sources in p.b.s.
> A question:
> - Using a glass material and a normal, is there a way to affect the
> shadows?
Using Photons should do the trick.
By the way, I'd suggest using media to absorb light rather than filter /
transmit in your texture. It causes the amount of light absorbed to be
a function of the thickness of the object, rather than just a constant.
...Chambers
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Thank You, Thomas!
Perhaps the fog sensation is due to the resampling.
I will surely try with the media.
;-)
Paolo
>Thomas de Groot on date 04/08/2008 16:45 wrote:
>
> Very nice, although a little pale overall? Like fog?
>
> Interesting question. My uneducated guess would be no. Only possible if you
> use media? I am sure there are more knowledgeable people around though...
> :-)
>
> Thomas
>
>
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Thank you, Chambers!
Photons were used, but perhaps in not correct way. Now I must read
better the manual.
;-)
Paolo
>Chambers on date 05/08/2008 10:26 wrote:
>
> Using Photons should do the trick.
>
> By the way, I'd suggest using media to absorb light rather than filter /
> transmit in your texture. It causes the amount of light absorbed to be
> a function of the thickness of the object, rather than just a constant.
>
> ...Chambers
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Chambers wrote:
> Using Photons should do the trick.
>
> By the way, I'd suggest using media to absorb light rather than filter /
> transmit in your texture. It causes the amount of light absorbed to be
> a function of the thickness of the object, rather than just a constant.
Using fade_power/fade_distance/fade_color in the interior might work as
well, depending on what you're shooting for. Its generally faster than
media if you just want attenuation.
--
-The Mildly Infamous Blue Herring
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Thomas, Chambers, Blue Herring, thank you all for your help!
I've read over again the manual and adjusted photon settings in in
materials and lights. I've made some test with fade parameters in
interiors and now I'm quite satisfied with the result.
Sources in p.b.s.
Bye,
;-)
Paolo
Post a reply to this message
Attachments:
Download 'test_textures_55_aa_radiosity_photons.jpg' (206 KB)
Preview of image 'test_textures_55_aa_radiosity_photons.jpg'
![test_textures_55_aa_radiosity_photons.jpg](/povray.binaries.images/attachment/%3C489acfdf%40news.povray.org%3E/test_textures_55_aa_radiosity_photons.jpg?ttop=443866&toff=3100&preview=1)
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Paolo Gibellini nous illumina en ce 2008-08-04 10:18 -->
> A question:
> - Using a glass material and a normal, is there a way to affect the
> shadows? (i.e. I want to see the effects of the normal in the shadow)
> Suggestion are welcome...
> ;-)
> Paolo
>
> ------------------------------------------------------------------------
>
Absolutely. Use photons.
Add something like:
global_settings{photons{spacing 0.1}}
or
global_settings{photons{count 1000000}}
Adjust spacing or count as needed. Don't use spacing AND count.
There are other parameters, look in the documentation for photons.
Add this to your transparent objects:
photons{target refraction on}
If you also want to have reflection:
photons{target refraction on reflection on}
If you have an area_light and want that to be taken into acount, then add this
to your light's definition, usualy after the area_light specification:
photons{area_light}
By default, all light_source have photons turned on for both reflection and
refraction whenever you enable the photons feature.
Don't forget to set an ior to your glass.
Typical ior for glass is around 1.5, water's is around 1.3~1.38, diamond is 2.5
and the largest you can find for (natural) transparent substances.
--
Alain
-------------------------------------------------
Politicians are like diapers, they should be changed often and for the same reason.
Bob Monkhouse
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Chambers nous illumina en ce 2008-08-05 04:26 -->
> Paolo Gibellini wrote:
>> A little Monday abstract inspired (but remarkably different) by
>> http://brazil.mcneel.com/photos/other/images/792/original.aspx
>> Sources in p.b.s.
>> A question:
>> - Using a glass material and a normal, is there a way to affect the
>> shadows?
>
> Using Photons should do the trick.
>
> By the way, I'd suggest using media to absorb light rather than filter /
> transmit in your texture. It causes the amount of light absorbed to be
> a function of the thickness of the object, rather than just a constant.
>
> ...Chambers
Instead of using media, use fade_color fade_distance and fade_power. MUCH faster
than any media.
--
Alain
-------------------------------------------------
Politicians are like diapers, they should be changed often and for the same reason.
Bob Monkhouse
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |