POV-Ray : Newsgroups : povray.binaries.images : Lava Cestel [WIP] Server Time
14 Aug 2024 18:02:18 EDT (-0400)
  Lava Cestel [WIP] (Message 1 to 3 of 3)  
From: Rafal 'Raf256' Maj
Subject: Lava Cestel [WIP]
Date: 12 Sep 2002 07:19:04
Message: <Xns928786C5C82CAraf256com@204.213.191.226>
This is a very begining of WIP, there is nothing interesting here, besides 
- that scene uses _no_ lights :)

I assued assumed gamma 1.0 and radiosity + lava with ambient 2.0
alsow some light is given by sky_sphere, but must lighting comes from lava.

Are this shadows, especialy this bright corners and wall/floor connections 
realistic ? The floor is made from metal (that is not noticed because 
radiosity light doesn't use specular) and probably therefore floor/wall 
intersection is so bright.
I'm going to add media into rom (dust - scaterring, maybe absorption) and 
make more complex shape of hole. 

Radiosity settings - 
count 50, error 1 gives general idea of lighting but is extremly spotchy, 
count 300 error .6 is good, but corners are spotchy, 
count 1200 error .45 - is this image - corners are quite well.

AFAIK adding even little light_source will strongly improve scene (hide 
radiosity error "dots") even if light would be .3 or so.
I'm planning to add gird of i.e. 5x5 lights along lava plane, each color 
rgb .3/(5*5). Then add media, make some models, start render and... go for 
long vacation ;)

-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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From: Rafal 'Raf256' Maj
Subject: Re: Lava Cestel [WIP] - 2 attachments
Date: 12 Sep 2002 07:20:13
Message: <Xns928786F60A5BBraf256com@204.213.191.226>
"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote in
news:Xns### [at] 204213191226 

ups... please apologize

the small image is zoom-in of corner


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Attachments:
Download 'metal_groove_z1.jpg' (3 KB) Download 'metal_groove.jpg' (22 KB)

Preview of image 'metal_groove_z1.jpg'
metal_groove_z1.jpg

Preview of image 'metal_groove.jpg'
metal_groove.jpg


 

From: Rafal 'Raf256' Maj
Subject: Re: Lava Cestel [WIP] - 2 attachments
Date: 12 Sep 2002 07:47:17
Message: <Xns92878B8F11E93raf256com@204.213.191.226>
"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote in 
news:Xns### [at] 204213191226

[...]

more interestings (imho) thing about image

- it uses radiosity recursion_limit of 8, and it need it
- more complex scene (to some point) needs _less_ count - because in simple 
box radiosity spotches would be very notacible, while some geometry add 
noise to shadows, and human eye will less notice artefacts.
- without using assumed_gamma 1.0 I had to change lava ambient 
from 2 to... 1000 ! to get simmilar effect (and set max_sample in radiosity 
block). isn't that odd ? ambient 2 + gamma 1 is much better, because in 
2000 ambient version lava it self too bright (only rgb <1,0,0> or <1,1,0> 
in output image, no <.9,0,0> etc)

-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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