POV-Ray : Newsgroups : povray.binaries.images : Sky simulation Server Time
30 Jul 2024 12:24:35 EDT (-0400)
  Sky simulation (Message 51 to 58 of 58)  
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From: Mike Horvath
Subject: Re: Sky simulation
Date: 8 Sep 2016 03:54:23
Message: <57d1192f$1@news.povray.org>
On 9/8/2016 3:14 AM, Thomas de Groot wrote:
> On 8-9-2016 8:56, posfan12 wrote:
>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>> I think I found the culprit: Your original SunPos() is divided by 1000!
>>>
>>> Thomas
>>
>> What line number is that at? I am having the same issue.
>>
>>
>> Mike
>>
>
> Goodness! That was three years ago! ;-)
>
> Without going over the whole discussion again, I guess it is about:
>
> // uncomment the below lines to have a physical sun in the scene with
> realistic brightness
> // and size (useful if using mcpov or perhaps radiosity?)
>   #local SunRadius = vlength(sp/1000)/214.8;
>   sphere{ sp/1000, SunRadius pigment{color rgb 1} finish{emission 1}
> no_shadow}
>
> Forgive me, I do not have the info freshly available in my mind anymore...
>


My problem is the darkness of the sky, not the color of the sun sphere. 
I don't see how this has any effect.

Further, I made my own sun and did not realize this script does it too.

Mike


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From: Mike Horvath
Subject: Re: Sky simulation
Date: 8 Sep 2016 03:57:59
Message: <57d11a07$1@news.povray.org>
On 9/8/2016 3:54 AM, Mike Horvath wrote:
> My problem is the darkness of the sky, not the color of the sun sphere.
> I don't see how this has any effect.
>
> Further, I made my own sun and did not realize this script does it too.
>
> Mike

The blueness of the sky, rather. The default output is too desaturated IMO.


Mike


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From: Mike Horvath
Subject: Re: Sky simulation
Date: 8 Sep 2016 04:04:30
Message: <57d11b8e$1@news.povray.org>
On 9/8/2016 3:14 AM, Thomas de Groot wrote:
> Goodness! That was three years ago! ;-)
>
> Without going over the whole discussion again, I guess it is about:
>
> // uncomment the below lines to have a physical sun in the scene with
> realistic brightness
> // and size (useful if using mcpov or perhaps radiosity?)
>   #local SunRadius = vlength(sp/1000)/214.8;
>   sphere{ sp/1000, SunRadius pigment{color rgb 1} finish{emission 1}
> no_shadow}
>
> Forgive me, I do not have the info freshly available in my mind anymore...
>


Also, I don't have these lines in my copy of SkySim.inc. Which version 
are you using?


Mike


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From: scott
Subject: Re: Sky simulation
Date: 8 Sep 2016 05:56:07
Message: <57d135b7$1@news.povray.org>
>> My problem is the darkness of the sky, not the color of the sun sphere.
>> I don't see how this has any effect.
>>
>> Further, I made my own sun and did not realize this script does it too.
>>
>> Mike
>
> The blueness of the sky, rather. The default output is too desaturated IMO.

What do you mean by "default output"? You realise that changing the sun 
position and the turbidity parameter drastically affects the output?


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From: Mike Horvath
Subject: Re: Sky simulation
Date: 8 Sep 2016 06:50:25
Message: <57d14271$1@news.povray.org>
On 9/8/2016 5:56 AM, scott wrote:
>>> My problem is the darkness of the sky, not the color of the sun sphere.
>>> I don't see how this has any effect.
>>>
>>> Further, I made my own sun and did not realize this script does it too.
>>>
>>> Mike
>>
>> The blueness of the sky, rather. The default output is too desaturated
>> IMO.
>
> What do you mean by "default output"? You realise that changing the sun
> position and the turbidity parameter drastically affects the output?
>

I mean the settings recommended in the documentation.

My scene is set to POV version 3.6. Could gamma and the srgb keyboard be 
an issue?


Mike


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From: Thomas de Groot
Subject: Re: Sky simulation
Date: 8 Sep 2016 07:21:04
Message: <57d149a0$1@news.povray.org>
On 8-9-2016 10:04, Mike Horvath wrote:
> On 9/8/2016 3:14 AM, Thomas de Groot wrote:
>> Goodness! That was three years ago! ;-)
>>
>> Without going over the whole discussion again, I guess it is about:
>>
>> // uncomment the below lines to have a physical sun in the scene with
>> realistic brightness
>> // and size (useful if using mcpov or perhaps radiosity?)
>>   #local SunRadius = vlength(sp/1000)/214.8;
>>   sphere{ sp/1000, SunRadius pigment{color rgb 1} finish{emission 1}
>> no_shadow}
>>
>> Forgive me, I do not have the info freshly available in my mind
>> anymore...
>>
>
>
> Also, I don't have these lines in my copy of SkySim.inc. Which version
> are you using?
>
>
> Mike

Not in the .inc file! It appears in the .pov file. Mine is called 
SkySimTestGround.pov

-- 
Thomas


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From: scott
Subject: Re: Sky simulation
Date: 8 Sep 2016 08:55:50
Message: <57d15fd6$1@news.povray.org>
On 08/09/2016 11:50, Mike Horvath wrote:
> On 9/8/2016 5:56 AM, scott wrote:
>>>> My problem is the darkness of the sky, not the color of the sun sphere.
>>>> I don't see how this has any effect.
>>>>
>>>> Further, I made my own sun and did not realize this script does it too.
>>>>
>>>> Mike
>>>
>>> The blueness of the sky, rather. The default output is too desaturated
>>> IMO.
>>
>> What do you mean by "default output"? You realise that changing the sun
>> position and the turbidity parameter drastically affects the output?
>>
>
> I mean the settings recommended in the documentation.
>
> My scene is set to POV version 3.6. Could gamma and the srgb keyboard be
> an issue?

Does it look ok if you change the version to 3.7?


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From: Mike Horvath
Subject: Re: Sky simulation
Date: 8 Sep 2016 14:27:18
Message: <57d1ad86$1@news.povray.org>
On 9/8/2016 8:55 AM, scott wrote:
> On 08/09/2016 11:50, Mike Horvath wrote:
>> I mean the settings recommended in the documentation.
>>
>> My scene is set to POV version 3.6. Could gamma and the srgb keyboard be
>> an issue?
>
> Does it look ok if you change the version to 3.7?
>

I tried to put #version 3.7 everywhere I could. It looks about the same 
as without. On second thought it's not that bad. I can live with it.


Mike


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