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30 Jul 2024 20:28:22 EDT (-0400)
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From: Thomas de Groot
Subject: Re: Paris by night - 1951 - wip
Date: 29 Mar 2011 03:20:49
Message: <4d918851$1@news.povray.org>
"Stephen" <mcavoys_at@aoldotcom> schreef in bericht 
news:4d90d6d0$1@news.povray.org...
> On 28/03/2011 8:06 AM, Thomas de Groot wrote:
>> "Stephen"<mcavoys_at@aoldotcom>  schreef in bericht
>> news:4d8eeda4@news.povray.org...

>>> life)

>>
>> 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. ;-)

This one is the sign of a bailiff, so the pawnbroker should not be far 
away.... :-)

> I actually prefer your sky to that of the photograph.

Yes, me too. It has bit more structure.

>
>>> 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

I might not indeed ;-) She was already shifted away from the camera, but who 
knows?

>
>>>
>>> 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.

I wont as the the aspect ratio is that of the original.

Thomas


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From: Stephen
Subject: Re: Paris by night - 1951 - wip
Date: 29 Mar 2011 07:39:34
Message: <4d91c4f6@news.povray.org>
On 29/03/2011 8:20 AM, Thomas de Groot wrote:

>>
>> I saw the sign but did not realise the significance. I would have expected
>> the three balls of a pawnbroker in this district. ;-)
>
> This one is the sign of a bailiff, so the pawnbroker should not be far
> away.... :-)
>
Always good to know. ;-)

>> I actually prefer your sky to that of the photograph.
>
> Yes, me too. It has bit more structure.
>

Yes, I think that's why.

>>
>>>> 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
>
> I might not indeed ;-) She was already shifted away from the camera, but who
> knows?
>

Maybe more colourful clothes, then.


>> 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.
>
> I wont as the the aspect ratio is that of the original.
>

Good :-D


-- 
Regards
     Stephen


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From: Trevor G Quayle
Subject: Re: Paris by night - 1951 - wip
Date: 29 Mar 2011 09:55:00
Message: <web.4d91e422d16f200e81c811d20@news.povray.org>
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> 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}
> }

In reality, scattering media will additionally scatter the light itself, which
is why it gets illuminated outside of the direct light cone.  The scattering
media is not going to carry the light outside of the light cone (except maybe
with radiosity usage).  What I did to try to simulate this in my theatre scene
was add light sources within my media.  I ended up trying to tune a spotlight to
produce a similar illumination profile to the Henyey-Greenstein scattering
(actually a spot and a point as the spot will only cover the forward 180deg):

ecc=eccentricity for type 5 scattering
  #local I0=1/(4*pi)*(1-pow(ecc,2))/pow(1+pow(ecc,2)-2*ecc,3/2); //base
intensity
  #local I1=1/(4*pi)*(1-pow(ecc,2))/pow(1+pow(ecc,2),3/2); //maximum intensity
  union{
    light_source {0 //forward half of light scattering
      rgb (I0-I1)
      fade_power FP fade_distance FD
      spotlight
      point_at -y  // lighting direction
      radius 0     //use 0 for no hotspot
      falloff 90   //use full 90deg, doesn't work past 90
      tightness 6  //value of 6 is a good general relationship with ecc=0.6
      area_light <0, LRAD, 0> <0, 0, LRAD>  //area light parameters added to
soften if needed
      2, 2
      adaptive 1
      circular orient jitter
    }
    light_source {0  //general base fill for scattering
      rgb (I1)
      fade_power FP fade_distance FD
      area_light <0, LRAD, 0> <0, 0, LRAD>
      2, 2
      adaptive 1
      circular orient jitter
    }


I don't know how this will affect the media scattering as I turned off media
interaction in mine as I just wanted the general lighting, but it may give you
some ideas to start with.

-tgq


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From: Thomas de Groot
Subject: Re: Paris by night - 1951 - wip
Date: 29 Mar 2011 10:51:02
Message: <4d91f1d6@news.povray.org>
State of the art of the street surface just for your info. Placeholders 
instead of buildings.

I roughened the surface a bit up and applied a slope/altitude texture to the 
dirt for more reflections around the water and none higher up. I might be 
able to use this same texture as a pigment_pattern to vary the cobbles' 
finish in the same way.

Thomas


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Attachments:
Download 'Paris la nuit.png' (234 KB)

Preview of image 'Paris la nuit.png'
Paris la nuit.png


 

From: Trevor G Quayle
Subject: Re: Paris by night - 1951 - wip
Date: 29 Mar 2011 11:30:01
Message: <web.4d91fa3ed16f200e81c811d20@news.povray.org>
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> State of the art of the street surface just for your info. Placeholders
> instead of buildings.
>
> I roughened the surface a bit up and applied a slope/altitude texture to the
> dirt for more reflections around the water and none higher up. I might be
> able to use this same texture as a pigment_pattern to vary the cobbles'
> finish in the same way.
>
> Thomas

Much more convincing.  Still more regular than cobblestones would be, but I
think I can live with it...

Have you ever tried adapting crackle pattern to cobblestones?  May be some
ptoential depending on form and metric used.  I have used it for random raindrop
ripples in water.

-tgq


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From: Robert McGregor
Subject: Re: Paris by night - 1951 - wip
Date: 29 Mar 2011 13:50:01
Message: <web.4d921a8dd16f200e94d713cc0@news.povray.org>
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> I roughened the surface a bit up and applied a slope/altitude texture to the
> dirt for more reflections around the water and none higher up. I might be
> able to use this same texture as a pigment_pattern to vary the cobbles'
> finish in the same way.

Thomas, here's a simple example of what I was suggesting about breaking up the
paver reflections more via a pigment_pattern mask.

In this way each brick can have its own unique pigment and normal, but the
finish is applied across the union of all bricks (as long as the texture is
applied /after/ the brick transformations):

//-------------------Start Code-------------------
#declare R = seed(0);
#declare R1 = seed(0);
#declare Brick = superellipsoid {<0.1,0.1> scale <8, 2.5, 4>/4 scale 0.975}

#declare Show_Pigment_Pattern = 0;

#macro Build_Texture()
   #local n1  = RRand(0.05,0.25,R);
   #local n2  = RRand(0.25,0.75,R);
   #local n3  = RRand(0,100,R);
   #local c1  = RRand(0.1,0.8,R1);
   #local c2  = RRand(0.1,0.8,R1);

   // simple mask to define scattered reflection areas
   pigment_pattern { dents scale 1.5 turbulence 0.5 }
   texture_map {
      [0
         #if (Show_Pigment_Pattern)
            pigment { rgb 0 }
         #else
            pigment { bozo pigment_map { [0.5 rgb c1][1 rgb c2] } }
            normal { granite n1 scale n2 translate n3 }
            finish { specular 0 reflection 0  diffuse 0.25 }
         #end
      ]
      [1
         #if (Show_Pigment_Pattern)
            pigment { rgb 1 }
         #else
            pigment { bozo pigment_map { [0 rgb c1][1 rgb c2] } }
            normal { granite n1 scale n2 translate n3 }
            finish {
               specular 1.5 roughness 0.02
               reflection { 0.5, 1 fresnel on } conserve_energy
            }
         #end
      ]
   }
#end

#declare Floor = object {
   Center_Object(
      union {
         #local cnt=0;
         #local xx=0;
         #local nx=0;
         #while (nx<10)
            #local zz=0;
            #local nz=0;
            #while (nz<30)
               object { Brick
                  rotate <RRand(-2,2,R),RRand(-2,2,R),RRand(-2,2,R)>
                  translate <xx, RRand(-0.05,0.05,R),zz>
                  #if (mod(cnt,2)=0) translate x*2 #end
                  texture { Build_Texture() }
               }
               #local cnt=cnt+1;
               #local zz=zz+2;
               #local nz=nz+1;
            #end
            #local xx=xx+4;
            #local nx=nx+1;
         #end
      },x+y+z
   )
}

object { Floor translate z*10 interior { ior 1.33 } }
//-------------------End Code-------------------

I hope this helps...

Cheers,
Rob

-------------------------------------------------
www.McGregorFineArt.com


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Attachments:
Download 'reflectionmaskingbricks.png' (760 KB)

Preview of image 'reflectionmaskingbricks.png'
reflectionmaskingbricks.png


 

From: Alain
Subject: Re: Paris by night - 1951 - wip
Date: 29 Mar 2011 17:58:07
Message: <4d9255ef@news.povray.org>

> 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.
> ...
> Thomas
>
>

What I would do, is to use a somewhat larger area_light using 
are_illumination. If using a looks_like, make the area_light about 
double to tripple the extent of that object.
Then, place it a little bit lower than where it should be.
The fade_distance would be shorter than the dimention of the light, on 
par with the non-enlarged area_light.

If needed, I may also add another, weak, light slightly in front of the 
reflector, possibly with a fade_power 3 or 4.

Using radiosity won't help as radiosity can be affected by your media, 
but can never illuminate any media.

It may possibly be simulated using a small, hollow, transparent, 
no_image, no_shadow, and partly reflective sphere, or maybe a disk, some 
distance before the lamp and use photons to reflect some light into the 
media.


We need something between scattering media and SSLT for such cases when 
you have some multiple scattering. It will probably be very slow...



Alain


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From: Thomas de Groot
Subject: Re: Paris by night - 1951 - wip
Date: 30 Mar 2011 02:58:25
Message: <4d92d491$1@news.povray.org>
"Alain" <aze### [at] qwertyorg> schreef in bericht 
news:4d9255ef@news.povray.org...
> What I would do, is to use a somewhat larger area_light using 
> are_illumination. If using a looks_like, make the area_light about double 
> to tripple the extent of that object.
> Then, place it a little bit lower than where it should be.
> The fade_distance would be shorter than the dimention of the light, on par 
> with the non-enlarged area_light.
>
> If needed, I may also add another, weak, light slightly in front of the 
> reflector, possibly with a fade_power 3 or 4.
>
> Using radiosity won't help as radiosity can be affected by your media, but 
> can never illuminate any media.
>
> It may possibly be simulated using a small, hollow, transparent, no_image, 
> no_shadow, and partly reflective sphere, or maybe a disk, some distance 
> before the lamp and use photons to reflect some light into the media.
>
>
> We need something between scattering media and SSLT for such cases when 
> you have some multiple scattering. It will probably be very slow...
>

Thanks Alain. These are a couple of things I want to try out.

Thomas


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From: Thomas de Groot
Subject: Re: Paris by night - 1951 - wip
Date: 30 Mar 2011 03:01:43
Message: <4d92d557@news.povray.org>
Yes, this is what I am after indeed, ultimately. Thanks for the example; I 
am going to work on that too, besides all that is still to do :-)

Thomas


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From: Thomas de Groot
Subject: Re: Paris by night - 1951 - wip
Date: 30 Mar 2011 03:03:03
Message: <4d92d5a7$1@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> schreef in bericht 
news:web.4d91fa3ed16f200e81c811d20@news.povray.org...
> Much more convincing.  Still more regular than cobblestones would be, but 
> I
> think I can live with it...
>
> Have you ever tried adapting crackle pattern to cobblestones?  May be some
> ptoential depending on form and metric used.  I have used it for random 
> raindrop
> ripples in water.
>

That is something that has slipped my mind indeed. Thanks for reminding me 
:-)

Thomas


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