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30 Jul 2024 04:21:08 EDT (-0400)
  Sky simulation (Message 11 to 20 of 58)  
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From: Thomas de Groot
Subject: Re: Sky simulation
Date: 9 Jun 2013 10:38:46
Message: <51b49376$1@news.povray.org>
Thanks Christian. Very comprehensive.

Thomas


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From: Bill Pragnell
Subject: Re: Sky simulation
Date: 9 Jun 2013 13:15:02
Message: <web.51b4b7e759bb636144b5561b0@news.povray.org>
scott <sco### [at] scottcom> wrote:
> I've created a macro called SkySim (I'll post it in p.b.s-f once I've
> tidied it up and added comments) that creates a realistic looking sky
> pigment in a sky_sphere based on the sun position and the "haziness" of
> the sky.

Very nice. I'll definitely be using this!

Bill


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From: Cousin Ricky
Subject: Re: Sky simulation
Date: 9 Jun 2013 13:30:00
Message: <web.51b4bace59bb636178641e0c0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Question:
>
> For the visible Sun, you give: #local SunRadius = vlength(sp)/214.8;
>
> I seem to remember that Cousin Ricky evaluated the apparent size of the
> Sun as to be twice as much, i.e.: #local SunRadius = vlength(sp)*2/214.8;

He is correct.  The formula you attribute to me is for the /diameter/ of the
Sun, not the radius.  (References to celestial objects tend to give diameters
instead of radii.  Another possibility is that the original conversation was
about area_lights.)


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From: Thomas de Groot
Subject: Re: Sky simulation
Date: 10 Jun 2013 03:07:39
Message: <51b57b3b@news.povray.org>
On 9-6-2013 19:26, Cousin Ricky wrote:
> He is correct.  The formula you attribute to me is for the /diameter/ of the
> Sun, not the radius.  (References to celestial objects tend to give diameters
> instead of radii.  Another possibility is that the original conversation was
> about area_lights.)
>

I stand corrected! The original discussion was /indeed/ about area lights.

I mixed up radius and diameter subsequently.

How little things may wreak havoc in the celestial clockwork ;-)

Thomas


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From: Thomas de Groot
Subject: Re: Sky simulation
Date: 17 Jun 2013 04:41:18
Message: <51becbae@news.povray.org>
I wonder at your scene settings.

With you test scene, I get the following image. Sun at 12:00 hours. Way 
too dark overall.

Using for all my scenes version 3.7RC7, with assumed_gamma=1 and 
Display_Gamma=sRGB.

Thomas


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Attachments:
Download 'skysimtestground.png' (148 KB)

Preview of image 'skysimtestground.png'
skysimtestground.png


 

From: scott
Subject: Re: Sky simulation
Date: 17 Jun 2013 05:34:51
Message: <51bed83b$1@news.povray.org>
> I wonder at your scene settings.
>
> With you test scene, I get the following image. Sun at 12:00 hours. Way
> too dark overall.

You can adjust the EXP variable in the test scene to control the 
brightness of the sky (it controls how the physical brightness values 
calculated are converted to POV units). Try increasing it from 4e-5 to 
6e-5 or even higher.

I have no idea what the bright yellow patches on the ground are - I 
didn't get those on mine???


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From: Thomas de Groot
Subject: Re: Sky simulation
Date: 17 Jun 2013 07:37:27
Message: <51bef4f7$1@news.povray.org>
On 17-6-2013 11:34, scott wrote:
> You can adjust the EXP variable in the test scene to control the
> brightness of the sky (it controls how the physical brightness values
> calculated are converted to POV units). Try increasing it from 4e-5 to
> 6e-5 or even higher.

Yes I did that indeed, but somehow the scene never comes close to the 
aspect of a regular light and sky_sphere.


> I have no idea what the bright yellow patches on the ground are - I
> didn't get those on mine???

I added radiosity, and they seem to come from that. Without radiosity 
the landscape remains totally dark whatever the value for EXP and the 
hour of the day.

Thomas


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From: Thomas de Groot
Subject: Re: Sky simulation
Date: 17 Jun 2013 07:47:08
Message: <51bef73c@news.povray.org>
I think I found the culprit: Your original SunPos() is divided by 1000!

Thomas


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From: scott
Subject: Re: Sky simulation
Date: 17 Jun 2013 10:21:15
Message: <51bf1b5b$1@news.povray.org>
>> You can adjust the EXP variable in the test scene to control the
>> brightness of the sky (it controls how the physical brightness values
>> calculated are converted to POV units). Try increasing it from 4e-5 to
>> 6e-5 or even higher.
>
> Yes I did that indeed, but somehow the scene never comes close to the
> aspect of a regular light and sky_sphere.

It looks like it's because the sun is so bright and so small, the 
radiosity algorithm won't pick it up very often. This would explain the 
bright yellow patches, they're radiosity samples that just happened to 
pick up the sun - most of the samples didn't. I'm not experienced enough 
with radiosity to know a way around this (I use mcpov for most renders, 
which allows for such small very bright objects ok).

Could you ever get a similar scene with a realistically sized and bright 
sun to render with radiosity corerctly? The pigment of the sky_sphere 
should only make a very minor difference when a bright sun is in the sky.

> I added radiosity, and they seem to come from that. Without radiosity
> the landscape remains totally dark whatever the value for EXP and the
> hour of the day.

There was a light_source in my demo scene file I posted, that should 
illuminate the ground - unless you've uncommented the sun sphere that 
happens to be in exactly the same place :-)

 > I think I found the culprit: Your original SunPos() is divided by 1000!

That shouldn't make a difference, because the sun radius is determined 
from the distance. The reason I did that is because SunPos.inc returns a 
massive distance for the sun vector which causes problems in some 
scenes, in reality it only needs to be a few orders of magnitude further 
away than everything else in your scene.


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From: Thomas de Groot
Subject: Re: Sky simulation
Date: 17 Jun 2013 10:39:03
Message: <51bf1f87@news.povray.org>
On 17-6-2013 16:21, scott wrote:

> That shouldn't make a difference, because the sun radius is determined
> from the distance. The reason I did that is because SunPos.inc returns a
> massive distance for the sun vector which causes problems in some
> scenes, in reality it only needs to be a few orders of magnitude further
> away than everything else in your scene.
>

And yet, *that* is exactly the trouble maker. Without, the scene renders 
perfectly, like the example (with radiosity added again) shows. Also in 
any other of my scenes the results are correct. Exp at 4e-5 again here.

Thomas


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Attachments:
Download 'skysimtestground.png' (160 KB)

Preview of image 'skysimtestground.png'
skysimtestground.png


 

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