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"Nekar Xenos" <nek### [at] gmailcom> schreef in bericht
news:op.vs0ao1i0ufxv4h@xena...
> I'm sure this will be corrected if you remove the spherical media at the
> lights and use the method I described earlier in conjunction with
> spotlights.
And get better halos? Remind me where you described this, I seem to have
forgotten... :-(
Thomas
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"Stephen" <mcavoys_at@aoldotcom> schreef in bericht
news:4d8eeda4@news.povray.org...
Yes, I can undestand that. The present street is not in the center of town
but probably more on the periphery. Interestingly, while the overall aspect
is rather downtrod, there still is a lawyer's office here: did you see the
telltale oval shield above the entrance at right? I found that an
interesting idea when I discovered (and remembered) what it represented
exactly.
> Great idea but I think it should be less subtle. Why not bring Cathy
> nearer the camera?
Yes, I probably should.
>
> Thanks, Now I will have to cut some more paper.
> I do like the idea of shared universes.
I agree. Looking forward to it :-)
Thomas
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On Mon, 28 Mar 2011 08:58:26 +0200, Thomas de Groot
<tDOTdegroot@interdotnlanotherdotnet> wrote:
>
> "Nekar Xenos" <nek### [at] gmailcom> schreef in bericht
> news:op.vs0ao1i0ufxv4h@xena...
>> I'm sure this will be corrected if you remove the spherical media at the
>> lights and use the method I described earlier in conjunction with
>> spotlights.
>
> And get better halos? Remind me where you described this, I seem to have
> forgotten... :-(
>
I think that if you remove your emissive halos and put spotlights there as
well as the scattering media over the whole scene it should work.
Light attenuation and media interaction should also be enabled. This works
for light shafts, so it should work for halos.
--
-Nekar Xenos-
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On Mon, 28 Mar 2011 08:58:26 +0200, Thomas de Groot
<tDOTdegroot@interdotnlanotherdotnet> wrote:
>
> "Nekar Xenos" <nek### [at] gmailcom> schreef in bericht
> news:op.vs0ao1i0ufxv4h@xena...
>> I'm sure this will be corrected if you remove the spherical media at the
>> lights and use the method I described earlier in conjunction with
>> spotlights.
>
> And get better halos? Remind me where you described this, I seem to have
> forgotten... :-(
>
> Thomas
>
>
I played a bit with media1.pov to get the effect:
///////////////begin code////////////////////////
// Persistence of Vision Raytracer Scene Description File
// File: media1.pov
// Author:
// Description:
// Participating media environment with spotlights.
//
// -w320 -h240
// -w800 -h600 +a0.3
//
//*******************************************
#version 3.6;
global_settings {assumed_gamma 1.0}
//
// The camera.
//
camera {
location <10, 6, -20>
direction <0, 0, 1.5>
look_at <0, 4, 0>
}
//
// Add media.
//
media {
scattering { 1, rgb 0.03}
intervals 1
samples 5
method 3
}
//
// Light source not interacting with the atmosphere.
//
/*
light_source { <0, 15, 0> color rgb 0.7
media_interaction off
shadowless
} */
//
// Spotlight
//
#declare Intensity = 2;
light_source {
<0, 9, -5> color rgb 2
spotlight
point_at <0, 5, 0>
radius 45
falloff 60
tightness 1
fade_distance 5
fade_power 2
media_attenuation on
}
//
// Room.
//
box { <-20, 0, -20>, <20, 20, 20>
pigment { rgb 1 }
finish { ambient 0.2 diffuse 0.5 }
hollow
}
//////////End code///////////////////
--
-Nekar Xenos-
Post a reply to this message
Attachments:
Download 'mediatest.png' (5 KB)
Preview of image 'mediatest.png'
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On Mon, 28 Mar 2011 08:56:12 +0200, Thomas de Groot
<tDOTdegroot@interdotnlanotherdotnet> wrote:
>> In the photo, the cobble stones are well worn and rounded. Your's looks
>> as
>> if they are new and freshly layed.
>> Some are obviously brocken and are concave.
>> It also looks like some may be missing and the resulting hole filled
>> with
>> gravel or sand.
>
> Yes indeed. This should be the next implementation of my macro... Not
> sure
> however if I can get that finished for the TC-RTC deadline, but certainly
> worth the effort.
>
I posted the wall macro I used in my sunflower scene on
povray.text.scene-files just in case you want to play around with it...
--
-Nekar Xenos-
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On 28/03/2011 8:06 AM, Thomas de Groot wrote:
> "Stephen"<mcavoys_at@aoldotcom> schreef in bericht
> news:4d8eeda4@news.povray.org...
>
> Yes, I can undestand that. The present street is not in the center of town
> but probably more on the periphery. Interestingly, while the overall aspect
> is rather downtrod, there still is a lawyer's office here: did you see the
> telltale oval shield above the entrance at right? I found that an
> interesting idea when I discovered (and remembered) what it represented
> exactly.
>
I saw the sign but did not realise the significance. I would have
expected the three balls of a pawnbroker in this district. ;-)
I actually prefer your sky to that of the photograph.
>> Great idea but I think it should be less subtle. Why not bring Cathy
>> nearer the camera?
>
> Yes, I probably should.
>
But you might not. :-P
>>
>> Thanks, Now I will have to cut some more paper.
>> I do like the idea of shared universes.
>
> I agree. Looking forward to it :-)
>
There is not much to see at the moment as your image is not very
contrast-y and doesn't show up well in the red light of the dark room.
When I've added a sink I'll be able to have some prints up to dry.
What ever you do please don't change the aspect ratio as it took me all
of Sunday morning to change the aspect ratio of the enlarger image and
prints. I was having a blond day.
--
Regards
Stephen
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> "Alain"<aze### [at] qwertyorg> schreef in bericht
> news:4d8f7ecc$1@news.povray.org...
>> It's an old neibourhood. That street pavement is probably well over 70
>> years old, it have seen both WWI and WWII.
>
> Absolutely.
>
>>
>> In the photo, the cobble stones are well worn and rounded. Your's looks as
>> if they are new and freshly layed.
>> Some are obviously brocken and are concave.
>> It also looks like some may be missing and the resulting hole filled with
>> gravel or sand.
>
> Yes indeed. This should be the next implementation of my macro... Not sure
> however if I can get that finished for the TC-RTC deadline, but certainly
> worth the effort.
>
> Thomas
>
>
The first thing to do would be to alter the mesh used for the
cobblestones for one that is more rounded. It may have a "broken"
underside. You then can use a random stream to verticaly flip some of them.
Then, also with a random stream, "forget" some.
Alain
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"Alain" <aze### [at] qwertyorg> schreef in bericht
news:4d90db27@news.povray.org...
>
> The first thing to do would be to alter the mesh used for the cobblestones
> for one that is more rounded. It may have a "broken" underside. You then
> can use a random stream to verticaly flip some of them.
> Then, also with a random stream, "forget" some.
Yes, that is one of the implementations I had in mind indeed, even extended
to 6 different faces. For the time being, I tweaked the surface representing
the dirt between the stones a bit further and the effect is better now. And
I put some more irregularities on the surface of the cobbles.
Thomas
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"Nekar Xenos" <nek### [at] gmailcom> schreef in bericht
news:op.vs2c8so9ufxv4h@xena...
>
> I posted the wall macro I used in my sunflower scene on
> povray.text.scene-files just in case you want to play around with it...
Thank you. I shall certainly do that,
Thomas
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I think we both mean the same thing :-)
As there is a lamp shade, I did not use a spotlight but simple point/area
lights within a scattering media. However, in both cases, the halo effect is
not really there like in the original, which is the reason for my emissive
media around the light source.
This is the media code I use for both halo and scattering:
//====start code
#local HaloScale = 100;
#local colLum = rgb <1.0, 1.0, 0.9>; // light color
#local haloTurb = 0.1; // outer halo turbulence
#local haloStrength = 0.5; // inner and outer halo intensity
(outer halo is 50% inner halo intensity)
#local DensityShift = 0.6; //0.9 // shifts the density within the media
#local DensityHalo =
density {
spherical
turbulence haloTurb
color_map {
[0.4 rgb 0]
[0.8 colLum*haloStrength*0.05]
[1.0 colLum*haloStrength*0.5]
}
scale <1, 1, 1>
translate DensityShift*y
}
#local mediaHalo =
media {
emission haloStrength*0.5
intervals 1
samples 100
confidence 0.9999
variance 1/10
density {DensityHalo}
}
#declare LampHalo =
sphere {0, 1
texture {pigment {rgb 0 transmit 1} finish {ambient 0 diffuse 0}}
interior {media {mediaHalo}}
hollow no_shadow
translate -DensityShift*y
scale HaloScale
translate <-0.09911, 1.861, 0.0> //locate halo center a bit within the
lamp shade
}
//__________________________________________________________________________________
// a scattering media around the street lamps
#if (Halo)
#declare LampHalo2 =
sphere {0, 1
texture {pigment {rgb 0 transmit 1} finish {ambient 0 diffuse 0}}
interior {
media {
intervals 1
samples 100
scattering {1, (colLum*0.1)/600} //200
density {
spherical
color_map {
[0.5 rgb 1]
[1.0 rgb 0]
}
}
}
}
hollow no_shadow
scale 600 //200
translate CamLoc
rotate CamRot*y
}
object {LampHalo2}
#end
//====end code
Thomas
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