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  multiple sky spheres (Message 1 to 10 of 10)  
From: clipka
Subject: multiple sky spheres
Date: 10 Dec 2011 12:09:18
Message: <4ee3923e@news.povray.org>
Another unofficial patch: Different sky sphere pigments for background, 
reflection/refrction, and radiosity (here: blue, red and green, 
respectively, with one reflective and one refractive sphere on a 
black-and-white checkered plane).


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From: Alain
Subject: Re: multiple sky spheres
Date: 10 Dec 2011 18:13:19
Message: <4ee3e78f@news.povray.org>

> Another unofficial patch: Different sky sphere pigments for background,
> reflection/refrction, and radiosity (here: blue, red and green,
> respectively, with one reflective and one refractive sphere on a
> black-and-white checkered plane).

Stop teasing us. We want RC4 NOW!

Not for every scene, but opens some interesting avenues. One 
applications I can see: High resolution HDR on a sky_sphere that is 
normaly visible, and a low resolution, blured HDR used for radiosity. 
Should work good when you have some small and very bright areas.


Alain


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From: clipka
Subject: Re: multiple sky spheres
Date: 10 Dec 2011 21:56:35
Message: <4ee41be3$1@news.povray.org>
Am 11.12.2011 00:13, schrieb Alain:

>> Another unofficial patch: Different sky sphere pigments for background,
>> reflection/refrction, and radiosity (here: blue, red and green,
>> respectively, with one reflective and one refractive sphere on a
>> black-and-white checkered plane).
>
> Stop teasing us. We want RC4 NOW!

Heh heh :-P

You should indeed not hold your breath for this patch. It's still quite 
experimental, and chances are it won't make it into 3.7.0 at all.

> Not for every scene, but opens some interesting avenues. One
> applications I can see: High resolution HDR on a sky_sphere that is
> normaly visible, and a low resolution, blured HDR used for radiosity.
> Should work good when you have some small and very bright areas.

Yup.

Or to avoid double illumination from both radiosity and conventional 
lighting in case you've set up a light dome to match the sky sphere. 
(You would specify "pigment { color rgb 0 }" in that case for the 
radiosity sky sphere.)


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From: jhu
Subject: Re: multiple sky spheres
Date: 11 Dec 2011 23:30:01
Message: <web.4ee5829dfc989b31d19b0ec40@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 11.12.2011 00:13, schrieb Alain:

> >> Another unofficial patch: Different sky sphere pigments for background,
> >> reflection/refrction, and radiosity (here: blue, red and green,
> >> respectively, with one reflective and one refractive sphere on a
> >> black-and-white checkered plane).
> >
> > Stop teasing us. We want RC4 NOW!
>
> Heh heh :-P
>
> You should indeed not hold your breath for this patch. It's still quite
> experimental, and chances are it won't make it into 3.7.0 at all.
>

How about starting a new Megapov?


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From: clipka
Subject: Re: multiple sky spheres
Date: 12 Dec 2011 05:44:58
Message: <4ee5db2a$1@news.povray.org>
Am 12.12.2011 05:27, schrieb jhu:
> clipka<ano### [at] anonymousorg>  wrote:
>>
>> You should indeed not hold your breath for this patch. It's still quite
>> experimental, and chances are it won't make it into 3.7.0 at all.
>
> How about starting a new Megapov?

I do intend to release all my own experimental features to the public 
though, either as part of POV-Ray proper or as part of my own unofficial 
branch of POV-Ray. But unless I should happen to come across some 3rd 
party patches that I /personally/ find indispensable, I don't have the 
ambition to start a collection of patches from various authors.

But anyway, first the "legal dust" needs to settle around POV-Ray 3.7.


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From: FlyerX
Subject: Re: multiple sky spheres
Date: 12 Dec 2011 16:06:45
Message: <4ee66ce5$1@news.povray.org>
On 12/10/2011 11:09 AM, clipka wrote:
> Another unofficial patch: Different sky sphere pigments for background,
> reflection/refrction, and radiosity (here: blue, red and green,
> respectively, with one reflective and one refractive sphere on a
> black-and-white checkered plane).

Would this have the same effect using three spheres in the current RC?


//THIS IS THE BACKGROUND IMAGE
sphere {<0,0,0>,1600
texture{
	pigment {
	image_map {jpeg "background.jpg" interpolate 2 map_type 1 }
	}
finish{diffuse 0 ambient 0 emission 1 specular 0 phong 0 reflection{0}}
}
rotate y*0 //enter sky rotation here in degrees
no_shadow
no_radiosity
no_reflection
hollow
}


//THIS IS THE REFLECTION
sphere {<0,0,0>,1500
texture{
	pigment {
	image_map {hdr "reflection.hdr" interpolate 2 map_type 1 }
	}
finish{diffuse 0 ambient 0 emission 1 specular 0 phong 0 reflection{0}}
}
rotate y*90 //enter sky rotation here in degrees
no_image
no_shadow
no_radiosity
hollow
}


//THIS IS THE ENVIRONMENT FOR LIGHTING
sphere {<0,0,0>,1400
texture{
	pigment {
	image_map {hdr "lighting.hdr" interpolate 2 map_type 1 }
	}
finish{diffuse 0 ambient 0 emission 1 specular 0 phong 0 reflection{0}}
}
rotate y*0 //enter sky rotation here in degrees
no_image
no_shadow
no_reflection
hollow
}



I have been using this for a few months now and it works well. Having 
this effect on the sky sphere will simplify its application.


FlyerX


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From: clipka
Subject: Re: multiple sky spheres
Date: 12 Dec 2011 16:21:55
Message: <4ee67073$1@news.povray.org>
Am 12.12.2011 22:06, schrieb FlyerX:
> On 12/10/2011 11:09 AM, clipka wrote:
>> Another unofficial patch: Different sky sphere pigments for background,
>> reflection/refrction, and radiosity (here: blue, red and green,
>> respectively, with one reflective and one refractive sphere on a
>> black-and-white checkered plane).
>
> Would this have the same effect using three spheres in the current RC?

Yup. Except of course that the sky sphere has an infinite radius, while 
normal spheres have a finite one.


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From: Warp
Subject: Re: multiple sky spheres
Date: 14 Dec 2011 09:57:30
Message: <4ee8b95a@news.povray.org>
On 12/12/2011 11:21 PM, clipka wrote:
> Yup. Except of course that the sky sphere has an infinite radius, while
> normal spheres have a finite one.

   Actually, technically speaking, a sky_sphere is a sphere of radius 1
which is centered at the origin of the current ray. It's just that it's 
evaluated only if the ray doesn't hit anything (thus making it only 
appear on the parts of the image where the nothingness of the background 
would otherwise be visible).

   A sky_sphere is also faster than a regular sphere because no actual 
ray-sphere intersection calculations are needed. (The color is taken 
from the sky_sphere just using the direction of the ray using simple math.)


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From: Samuel Benge
Subject: Re: multiple sky spheres
Date: 17 Dec 2011 19:55:00
Message: <web.4eed38d3fc989b317f98f9e70@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Another unofficial patch: Different sky sphere pigments for background,
> reflection/refrction, and radiosity (here: blue, red and green,
> respectively, with one reflective and one refractive sphere on a
> black-and-white checkered plane).

Interesting.

Hey, speaking of sky_spheres, how hard would it be to implement textured fog
(fog which is colored by a sky_sphere pigment)? Doing it in POV-SDL is not very
fun, since a whole new scene management scheme is needed for it to work... but
textured fog as an inherent feature would be easy to use, and would really help
some scenes :)

~Sam


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From: clipka
Subject: Re: multiple sky spheres
Date: 19 Dec 2011 19:55:52
Message: <4eefdd18$1@news.povray.org>
Am 18.12.2011 01:50, schrieb Samuel Benge:
> clipka<ano### [at] anonymousorg>  wrote:
>> Another unofficial patch: Different sky sphere pigments for background,
>> reflection/refrction, and radiosity (here: blue, red and green,
>> respectively, with one reflective and one refractive sphere on a
>> black-and-white checkered plane).
>
> Interesting.
>
> Hey, speaking of sky_spheres, how hard would it be to implement textured fog
> (fog which is colored by a sky_sphere pigment)? Doing it in POV-SDL is not very
> fun, since a whole new scene management scheme is needed for it to work... but
> textured fog as an inherent feature would be easy to use, and would really help
> some scenes :)

It should be pretty easy to implement. All it would take is to pick the 
fog color from a sky_sphere instead of using a constant.


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