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1 Aug 2024 14:27:33 EDT (-0400)
  Monday abstract... (Message 1 to 9 of 9)  
From: Paolo Gibellini
Subject: Monday abstract...
Date: 4 Aug 2008 10:03:48
Message: <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...
;-)
Paolo


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From: Thomas de Groot
Subject: Re: Monday abstract...
Date: 4 Aug 2008 10:45:35
Message: <4897160f$1@news.povray.org>
"Paolo Gibellini" <p.g### [at] gmailcom> 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


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From: Chambers
Subject: Re: Monday abstract...
Date: 5 Aug 2008 04:26:23
Message: <48980eaf$1@news.povray.org>
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


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From: Paolo Gibellini
Subject: Re: Monday abstract...
Date: 5 Aug 2008 05:14:38
Message: <489819fe$1@news.povray.org>
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 
> 
>


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From: Paolo Gibellini
Subject: Re: Monday abstract...
Date: 5 Aug 2008 05:16:43
Message: <48981a7b$1@news.povray.org>
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


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From: Blue Herring
Subject: Re: Monday abstract...
Date: 5 Aug 2008 08:39:35
Message: <48984a07$1@news.povray.org>
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


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From: Paolo Gibellini
Subject: Re: Monday abstract... [200 Kb]
Date: 7 Aug 2008 06:35:11
Message: <489acfdf@news.povray.org>
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


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From: Alain
Subject: Re: Monday abstract...
Date: 7 Aug 2008 10:44:40
Message: <489b0a58$1@news.povray.org>
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


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From: Alain
Subject: Re: Monday abstract...
Date: 7 Aug 2008 10:47:11
Message: <489b0aef$1@news.povray.org>
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


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