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From: James Holsenback
Subject: Another Photon Bug?
Date: 23 Sep 2012 08:45:57
Message: <505f0485@news.povray.org>
After /still/ having problems my amethyst ring I decided to isolate just 
the stone and I think I've uncovered another bug. It appears that 
filtered transparency isn't working with photons.

In the first image you can see the photons when I have srgbt <0.4980, 
0.2902, 0.4235,1> in the material definition, and the second image the 
photons aren't showing up when I have srgbf <0.4980, 0.2902, 0.4235,1> 
in the material definition: that is the ONLY difference is srgbt then srgbf

The scene file is posted in p.b.scene-files


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Attachments:
Download 'p_test1.png' (67 KB) Download 'p_test2.png' (44 KB)

Preview of image 'p_test1.png'
p_test1.png

Preview of image 'p_test2.png'
p_test2.png


 

From: clipka
Subject: Re: Another Photon Bug?
Date: 23 Sep 2012 09:34:33
Message: <505f0fe9@news.povray.org>
Am 23.09.2012 14:45, schrieb James Holsenback:
> After /still/ having problems my amethyst ring I decided to isolate just
> the stone and I think I've uncovered another bug. It appears that
> filtered transparency isn't working with photons.
>
> In the first image you can see the photons when I have srgbt <0.4980,
> 0.2902, 0.4235,1> in the material definition, and the second image the
> photons aren't showing up when I have srgbf <0.4980, 0.2902, 0.4235,1>
> in the material definition: that is the ONLY difference is srgbt then srgbf
>
> The scene file is posted in p.b.scene-files

That's a negative. Here's an enhanced version of your image, showing 
that photons /are/ at work.

Try using solely fade interior for the color; it's more realistic anyway.


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p_test2_enhanced.png


 

From: James Holsenback
Subject: Re: Another Photon Bug?
Date: 23 Sep 2012 09:54:55
Message: <505f14af$1@news.povray.org>
On 09/23/2012 09:34 AM, clipka wrote:
> Am 23.09.2012 14:45, schrieb James Holsenback:
>> After /still/ having problems my amethyst ring I decided to isolate just
>> the stone and I think I've uncovered another bug. It appears that
>> filtered transparency isn't working with photons.
>>
>> In the first image you can see the photons when I have srgbt <0.4980,
>> 0.2902, 0.4235,1> in the material definition, and the second image the
>> photons aren't showing up when I have srgbf <0.4980, 0.2902, 0.4235,1>
>> in the material definition: that is the ONLY difference is srgbt then
>> srgbf
>>
>> The scene file is posted in p.b.scene-files
>
> That's a negative. Here's an enhanced version of your image, showing
> that photons /are/ at work.
>
> Try using solely fade interior for the color; it's more realistic anyway.
>

so yer sayin' srgbf <0.4980, 0.2902, 0.4235,1> as the pigment is a no-no?


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From: James Holsenback
Subject: Re: Another Photon Bug?
Date: 23 Sep 2012 10:50:38
Message: <505f21be@news.povray.org>
On 09/23/2012 09:34 AM, clipka wrote:
> Am 23.09.2012 14:45, schrieb James Holsenback:
>> After /still/ having problems my amethyst ring I decided to isolate just
>> the stone and I think I've uncovered another bug. It appears that
>> filtered transparency isn't working with photons.
>>
>> In the first image you can see the photons when I have srgbt <0.4980,
>> 0.2902, 0.4235,1> in the material definition, and the second image the
>> photons aren't showing up when I have srgbf <0.4980, 0.2902, 0.4235,1>
>> in the material definition: that is the ONLY difference is srgbt then
>> srgbf
>>
>> The scene file is posted in p.b.scene-files
>
> That's a negative. Here's an enhanced version of your image, showing
> that photons /are/ at work.
>
> Try using solely fade interior for the color; it's more realistic anyway.
>

OK ... so been playing around with fade_color/distance/power in interior 
and not even close to looking like an amethyst!

Mind posting the material definition you used?


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From: James Holsenback
Subject: Re: Another Photon Bug?
Date: 23 Sep 2012 13:18:32
Message: <505f4468@news.povray.org>
On 09/23/2012 10:50 AM, James Holsenback wrote:
> On 09/23/2012 09:34 AM, clipka wrote:
>> Am 23.09.2012 14:45, schrieb James Holsenback:
>>> After /still/ having problems my amethyst ring I decided to isolate just
>>> the stone and I think I've uncovered another bug. It appears that
>>> filtered transparency isn't working with photons.
>>>
>>> In the first image you can see the photons when I have srgbt <0.4980,
>>> 0.2902, 0.4235,1> in the material definition, and the second image the
>>> photons aren't showing up when I have srgbf <0.4980, 0.2902, 0.4235,1>
>>> in the material definition: that is the ONLY difference is srgbt then
>>> srgbf
>>>
>>> The scene file is posted in p.b.scene-files
>>
>> That's a negative. Here's an enhanced version of your image, showing
>> that photons /are/ at work.
>>
>> Try using solely fade interior for the color; it's more realistic anyway.
>>
>
> OK ... so been playing around with fade_color/distance/power in interior
> and not even close to looking like an amethyst!
>
> Mind posting the material definition you used?

LOL ... never mind I found a way to do it (still some tweaking left) . I 
made the pigment in the material srgbf 0.85 and put some colored 
emission media in the interior ... not exactly intuitive (to me anyways)


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From: Alain
Subject: Re: Another Photon Bug?
Date: 23 Sep 2012 13:34:02
Message: <505f480a$1@news.povray.org>

> On 09/23/2012 09:34 AM, clipka wrote:
>> Am 23.09.2012 14:45, schrieb James Holsenback:
>>> After /still/ having problems my amethyst ring I decided to isolate just
>>> the stone and I think I've uncovered another bug. It appears that
>>> filtered transparency isn't working with photons.
>>>
>>> In the first image you can see the photons when I have srgbt <0.4980,
>>> 0.2902, 0.4235,1> in the material definition, and the second image the
>>> photons aren't showing up when I have srgbf <0.4980, 0.2902, 0.4235,1>
>>> in the material definition: that is the ONLY difference is srgbt then
>>> srgbf
>>>
>>> The scene file is posted in p.b.scene-files
>>
>> That's a negative. Here's an enhanced version of your image, showing
>> that photons /are/ at work.
>>
>> Try using solely fade interior for the color; it's more realistic anyway.
>>
>
> OK ... so been playing around with fade_color/distance/power in interior
> and not even close to looking like an amethyst!
>
> Mind posting the material definition you used?

When using fading interiors, the key is fade_distance. If you want 
deeper colour, use a smaller value.
Use fade_power 1. Aletrnatively, you may want to use fade_power 1001.

For gemms, I tend to use a fade_distance value between 1/2 and 1/10 the 
dimention of the gemm. Larger values are used for make the stone look 
smaller.



Alain


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From: Ive
Subject: Re: Another Photon Bug?
Date: 23 Sep 2012 19:00:48
Message: <505f94a0@news.povray.org>
Am 23.09.2012 19:18, schrieb James Holsenback:
>
> LOL ... never mind I found a way to do it (still some tweaking left) . I
> made the pigment in the material srgbf 0.85 and put some colored
> emission media in the interior ... not exactly intuitive (to me anyways)

This is not a good idea. A gemstone does absorb light and not emit it.


I've found this page with some spectral data for gemstones:

http://www.octonus.com/oct/projects/adsorbtion_spectra.phtml

and used this data to play a bit around with your stone. And after 
getting some strange effects I noticed that you have a coincident 
surface problem within the merge.

This is exactly your gem shape but without coincident surface and it
renders even a bit faster.

#declare Gem = intersection {
   #local ndx = 0;
   #while ( ndx < 360 )
     plane {-x, 0 rotate z*-55 translate x*-2.75 rotate y*ndx }
     plane {-x, 0 rotate z*35  translate x*-2.75 rotate y*ndx }
     #local ndx = ndx + 45;
   #end
   plane {y, 0 translate y*1}
}


And I would use something like this for gems:

#macro M_Gem (Color, IOR, FadeDist)
   material {
     texture {
       pigment {rgb Color filter 1}
       finish {
         ambient 0  emission 0  diffuse 0
         reflection {0 1 fresnel on} conserve_energy
       }
     }
     interior {
       ior IOR
       fade_power 1001
       fade_distance FadeDist
       fade_power rgb < pow(Color.red,3),
                        pow(Color.green,3)
                        pow(Color.blue,3) >
     }
   }

#end


Note that I do usually use 1cm = 1 POV-Unit and in this case 
fade_distance 1 works pretty well. You have scaled your gem much
bigger so you have to adjust fade_distance to fit your scale.


Attached is a quick lo-quality (90 seconds) preview render - not a 
spectral one - featuring your stone: from left to right emerald, 
sapphire and amethyst.

-Ive


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From: James Holsenback
Subject: Re: Another Photon Bug?
Date: 23 Sep 2012 20:24:02
Message: <505fa822$1@news.povray.org>
On 09/23/2012 06:59 PM, Ive wrote:
> Am 23.09.2012 19:18, schrieb James Holsenback:
>>
>> LOL ... never mind I found a way to do it (still some tweaking left) . I
>> made the pigment in the material srgbf 0.85 and put some colored
>> emission media in the interior ... not exactly intuitive (to me anyways)
>
> This is not a good idea. A gemstone does absorb light and not emit it.

Yes this was a fail ... and after I thought about it for a bit I thought 
the same thing.

> I've found this page with some spectral data for gemstones:
>
> http://www.octonus.com/oct/projects/adsorbtion_spectra.phtml
>
> and used this data to play a bit around with your stone. And after
> getting some strange effects I noticed that you have a coincident
> surface problem within the merge.

Yes it left a visible line shadow on the ground plane ... thought merge 
would have gotten rid of coincident surface ( where the two cones met 
before difference ) but obviously not ... hmmm

> This is exactly your gem shape but without coincident surface and it
> renders even a bit faster.
>
> #declare Gem = intersection {
>    #local ndx = 0;
>    #while ( ndx < 360 )
>      plane {-x, 0 rotate z*-55 translate x*-2.75 rotate y*ndx }
>      plane {-x, 0 rotate z*35  translate x*-2.75 rotate y*ndx }
>      #local ndx = ndx + 45;
>    #end
>    plane {y, 0 translate y*1}
> }

way more elegant ... thanks

> And I would use something like this for gems:
>
> #macro M_Gem (Color, IOR, FadeDist)
>    material {
>      texture {
>        pigment {rgb Color filter 1}
>        finish {
>          ambient 0  emission 0  diffuse 0
>          reflection {0 1 fresnel on} conserve_energy
>        }
>      }
>      interior {
>        ior IOR
>        fade_power 1001
>        fade_distance FadeDist
>        fade_power rgb < pow(Color.red,3),
>                         pow(Color.green,3)
>                         pow(Color.blue,3) >
>      }
>    }
>
> #end
>
>
> Note that I do usually use 1cm = 1 POV-Unit and in this case
> fade_distance 1 works pretty well. You have scaled your gem much
> bigger so you have to adjust fade_distance to fit your scale.
>
>
> Attached is a quick lo-quality (90 seconds) preview render - not a
> spectral one - featuring your stone: from left to right emerald,
> sapphire and amethyst.
>
> -Ive

Wow ... thanks for the macro and all the advise. I really appreciate it!


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From: Ive
Subject: Re: Another Photon Bug?
Date: 24 Sep 2012 00:21:28
Message: <505fdfc8@news.povray.org>
Am 24.09.2012 02:24, schrieb James Holsenback:

> Yes it left a visible line shadow on the ground plane ... thought merge
> would have gotten rid of coincident surface ( where the two cones met
> before difference ) but obviously not ... hmmm
>
Well, merge gets rid of *internal* surfaces but in this case, depending 
on viewing angle and floating point inaccuracy, it is not clear if a ray 
has left one surface and then enters the other or if the objects 
actually get merged.


>> #macro M_Gem (Color, IOR, FadeDist)
>>    material {
>>      texture {
>>        pigment {rgb Color filter 1}
>>        finish {
>>          ambient 0  emission 0  diffuse 0
>>          reflection {0 1 fresnel on} conserve_energy
>>        }
>>      }
>>      interior {
>>        ior IOR
>>        fade_power 1001
>>        fade_distance FadeDist
>>        fade_power rgb < pow(Color.red,3),
>>                         pow(Color.green,3)
>>                         pow(Color.blue,3) >
>>      }
>>    }
>>
>> #end
>>

Err, sorry, this was out of my head and has the usual bugs. It should be 
like this:

#macro M_Gem (Color, IOR, FadeDist)
    material {
      texture {
        pigment {Color filter 1}
        finish {
          ambient 0  emission 0  diffuse 0
           reflection {0 1 fresnel on} conserve_energy
        }
      }
      interior {
        ior IOR
        fade_power 1001
        fade_distance FadeDist
        fade_color rgb < pow(Color.red,3),
                         pow(Color.green,3)
                         pow(Color.blue,3) >
      }
    }
#end

Hopefully this time I've got it right ;)

And BTW the rgb (not srgb !!! because the power of 3 would give wrong 
results) values I did use for the picture are

Emerald:  rgb < 0.7276, 0.9320, 0.8543>
Sapphire: rgb <-0.0044, 0.3702, 0.7609>
Amethyst: rgb < 0.8981, 0.8441, 0.8972>

and are calculated from the absorption spectral data. And yes, the red 
components for the Sapphire is negative, it is an out-of-gamut value.

> Wow ... thanks for the macro and all the advise. I really appreciate it!

Glad to be of help and again, sorry for the errors in the macro.

-Ive


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From: clipka
Subject: Re: Another Photon Bug?
Date: 24 Sep 2012 05:27:32
Message: <50602784$1@news.povray.org>
Am 24.09.2012 00:59, schrieb Ive:

> Attached is a quick lo-quality (90 seconds) preview render - not a
> spectral one - featuring your stone: from left to right emerald,
> sapphire and amethyst.

Looking forward to see a spectral render... you're gonna do one, right?


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