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30 Jul 2024 02:28:20 EDT (-0400)
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From: MichaelJF
Subject: Re: Aftermath revisited
Date: 22 Aug 2013 15:20:00
Message: <web.5216637f69bb9fad1d4457c80@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 22/08/2013 1:23 PM, Thomas de Groot wrote:
> > This is a much more dramatic version of the scene.
>
> Yes, I like this a lot better.
> Can you add some lightning bolts?
>
> --
> Regards
>      Stephen

LOL,
I was looking at Thomas's image a while and was not aware of your response while
writing mine.

Best regards,
Michael


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From: Thomas de Groot
Subject: Re: Aftermath revisited
Date: 23 Aug 2013 03:03:21
Message: <52170939@news.povray.org>
On 22-8-2013 21:06, MichaelJF wrote:
> More dramatic, but I like it better. There is a bit too much white in the sky
> IMO. I suggest to make it even more dramatic adding one of your poles to the
> right of the time machine and striking it with a lighting bolt. That should
> illuminate Tina better as a side effect. In fact I recogniced the raptor first.

The white in the sky is difficult to control: it is the combination of 
sunlight and the media, and it would make the scene even darker I think. 
I leave that for the time being but might return to that later.

Lightning is an interesting idea indeed but I would prefer to keep it in 
the right background. I shall see what I can do.

>
> And for the grass issue I have only the idea to use Gill's grass instead of
> Rune's trick in the foreground (up to the stem laying across). In the background
> Rune's grass can still survive IMO. That will slow down the rendering a bit, but
> with your machine it should not prolong it for days. Hm, depends on the
> radiosity settings, focal blur and others issues. Than it can prolong it for
> days...

Rune's grass is not so good in the foreground although quite acceptable 
as things go. Gille's grass is an excellent alternative there. Good idea.

The render time was now 3.5 hours against the 15 minutes of the previous 
version with the image_map as sky. Using +wt6. I can certainly survive 
more. ;-)

Thomas


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From: Thomas de Groot
Subject: Re: Aftermath revisited
Date: 23 Aug 2013 03:04:04
Message: <52170964$1@news.povray.org>
On 22-8-2013 20:37, Stephen wrote:
> On 22/08/2013 1:23 PM, Thomas de Groot wrote:
>> This is a much more dramatic version of the scene.
>
> Yes, I like this a lot better.
> Can you add some lightning bolts?
>

Yes, that should be possible indeed.

Thomas


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From: Stephen
Subject: Re: Aftermath revisited
Date: 23 Aug 2013 05:40:00
Message: <web.52172db169bb9fad7d8c6e9c0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 22-8-2013 20:37, Stephen wrote:
> > On 22/08/2013 1:23 PM, Thomas de Groot wrote:
> >> This is a much more dramatic version of the scene.
> >
> > Yes, I like this a lot better.
> > Can you add some lightning bolts?
> >
>
> Yes, that should be possible indeed.
>

I would be very interested to see that, indeed.
I've never managed to find a way to do it. Rune's lightning include uses
megapov's glow feature.

Stephen


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From: Thomas de Groot
Subject: Re: Aftermath revisited
Date: 23 Aug 2013 07:33:41
Message: <52174895@news.povray.org>
On 23-8-2013 11:38, Stephen wrote:

> I would be very interested to see that, indeed.
> I've never managed to find a way to do it. Rune's lightning include uses
> megapov's glow feature.


I have two macros in my archives, one by Bob Hughes, the other by Tom 
Melly. Both date back to the 1990's. Presently, I am trying Tom Melly's. 
The glow effect is probably the most difficult to get.

Thomas


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From: Thomas de Groot
Subject: Re: Aftermath revisited
Date: 23 Aug 2013 08:00:36
Message: <52174ee4@news.povray.org>
On 23-8-2013 11:38, Stephen wrote:
> I would be very interested to see that, indeed.
> I've never managed to find a way to do it. Rune's lightning include uses
> megapov's glow feature.

I don't remember when I got this (2010 apparently) but in Rune's macro 
you can replace the glow code by (at line 39):

//start code
       //glow is obsolete in recent versions (3.6+). Replaced by the 
following code (Reactor, April 2010 in povray.newusers):
       //glow {location PointM type 0 color 
ElectricColor(ValueM)*Brightness #if(Thickness>0) radius Thickness #end}
       //start new code:
       sphere {
         <0,0,0>, 1
         pigment { color rgbt 1 }
         interior {
           #local M_samples = 15;
           #local M_variance = 1/500;
           media {
             //intervals 1	//default
             samples M_samples
             //confidence 1 - M_variance	//obsolete
             //variance m_variance	//obsolete
             emission color rgb 1
             //method 3	//default
             //aa_threshold 0.1	//default
             //aa_level 4	//default
             //jitter 0.5
             density {
               spherical
               poly_wave 1.5
               color_map{
                 [0.00 color rgb 0 ]
                 //[0.80 color rgb ElectricColor(ValueM)*Brightness*2 ]
                 //[0.90 color rgb <1,1,1>*Brightness*75  ]
                 //[1.00 color rgb <1,1,1>*Brightness*200 ]
                 //or this? (Alain)
                 [0.80 color rgb 
ElectricColor(ValueM)*Brightness/Thickness ]
                 [0.90 color rgb <1,1,1>*Brightness/Thickness  ]
                 [1.00 color rgb <1,1,1>*Brightness/Thickness ]
               }
             }
           }
         }
//end code

It works well. Also repalce the #version directive of course.

Thomas


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From: Stephen
Subject: Re: Aftermath revisited
Date: 23 Aug 2013 17:38:33
Message: <5217d659$1@news.povray.org>
On 23/08/2013 1:00 PM, Thomas de Groot wrote:
> I don't remember when I got this (2010 apparently) but in Rune's macro
> you can replace the glow code by (at line 39):

Ooo! Thanks :-)

-- 
Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Aftermath revisited: proof of concept
Date: 24 Aug 2013 08:24:14
Message: <5218a5ee@news.povray.org>
Added a lightning bolt (Tom Melly's macro). Further decreased media 
samples from the sky to 1 (three different media here). Total render 
time of this image: 3 hours.

There is a small bug in the lightning macro which I need to find and try 
to correct, and I need to play with the fade distance of the flash.

Thomas


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aftermath_10.jpg


 

From: Samuel Benge
Subject: Re: Aftermath revisited: proof of concept
Date: 24 Aug 2013 19:30:01
Message: <web.5219412ecf332d28617f86270@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Added a lightning bolt (Tom Melly's macro). Further decreased media
> samples from the sky to 1 (three different media here). Total render
> time of this image: 3 hours.
>
> There is a small bug in the lightning macro which I need to find and try
> to correct, and I need to play with the fade distance of the flash.

That looks great, Thomas; you have managed to portray a scene depicting disaster
and renewal quite effectively. There's a distinct mood you have captured here,
and I for one certainly would not feel safe roaming out in the open until the
weather cleared up a little :)

My eye is inexorably drawn to the craft's texture near the waterline, however.
It seems the wind lapping at the murky water would leave a stain on the hull.

Also, some glare from intense sources of light might be needed. The lightning
bolt, for instance, really needs that special "glow" :) Can you somehow edit the
source so that it uses media?

Sam


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From: Thomas de Groot
Subject: Re: Aftermath revisited: proof of concept
Date: 25 Aug 2013 03:14:05
Message: <5219aebd$1@news.povray.org>
On 25-8-2013 1:26, Samuel Benge wrote:
> That looks great, Thomas; you have managed to portray a scene depicting disaster
> and renewal quite effectively. There's a distinct mood you have captured here,
> and I for one certainly would not feel safe roaming out in the open until the
> weather cleared up a little :)

Thanks Sam. I do not want to imagine what the /real/ stuff was like, but 
I guess this scene slightly approaches it.

>
> My eye is inexorably drawn to the craft's texture near the waterline, however.
> It seems the wind lapping at the murky water would leave a stain on the hull.

Yes, that is a good idea.

>
> Also, some glare from intense sources of light might be needed. The lightning
> bolt, for instance, really needs that special "glow" :) Can you somehow edit the
> source so that it uses media?

The original macro uses an emissive media inside the bolt /and/ point 
lights at each bend with controllable fade_distance and fade_power. I am 
not sure what would be more effective: increase fade_distance, or 
increase the light intensity, or the emission color. I have to test some 
more.

Thomas


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