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From: Chris Huff
Subject: Re: Portal Pigment - Portal pigment.jpeg (1/1)
Date: 22 Jan 2001 06:13:59
Message: <chrishuff-775E87.06150522012001@news.povray.org>
In article <3a6bf8c3@news.povray.org>, "Gail Shaw" 
<gsh### [at] monotixcoza> wrote:

> Now that looks cool!! 

Thanks.


> Will the pigment be usable in pigment maps?

It should be.


> functions?

No...it requires ray and intersection information, so you can't use it 
in functions or media density. I don't think it would be very useful 
function anyway...and I think the media sampling would leave 
unacceptable artifacts, though it might be possible to do something in 
that case.


> How fast/slow is it?

About as fast as transparent or reflective textures.


> Do you plan to remove the limitations re direct light coming through
> a portal?

Not currently...the only way I can think of to do that would be to 
create a duplicate version of all light sources that is transformed to a 
position that would make it appear on the far side of the portal, and 
only accept direct rays that hit the portal object...and this would only 
work for type 0 portals, and wouldn't be easy to implement. Of course, 
maybe it only makes sense for type 0 portals...

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

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From: Chris Huff
Subject: Re: Portal Pigment - Portal pigment.jpeg (1/1)
Date: 22 Jan 2001 06:17:02
Message: <chrishuff-6A1C91.06180922012001@news.povray.org>
In article <3A6C066E.16B33891@skynet.be>, Fabien Mosen 
<fab### [at] skynetbe> wrote:


> Wouldn't it be logical to use it as an image type in image_map ?

No more than it would be to make all the other pigments 
image_maps...except for camera portals, it isn't very similar at all. 
The only thing they have in common is that they produce colors, which 
*all* pigments do.


> The resulting pigment would be mapped onto 0,1 area, as usual, and
> one could use image_maps keywords to control how the "image" (though
> not a bitmap) is mapped onto the object.  If someone wants to make
> a normal of it, there's the "pigment pattern" feature.

But you can't map the portals to a 0, 1 area...they cover a 3D surface 
defined by the object the portal pigment is applied to.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

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From: Jérôme Grimbert
Subject: Re: Portal Pigment - Portal pigment.jpeg (1/1)
Date: 22 Jan 2001 06:46:00
Message: <3A6C1D7F.D7CEEEBE@atosorigin.com>
Chris Huff wrote:
> 
> > How fast/slow is it?
> 
> About as fast as transparent or reflective textures.
> 

Can you have more than one portal in a scene?

If yes, how do you handle a portal which see another
portable which see the first... (i.e. Do you limit
the recursion level ?)


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From: Chris Huff
Subject: Re: Portal Pigment - Portal pigment.jpeg (1/1)
Date: 22 Jan 2001 07:48:36
Message: <chrishuff-E585B7.07494322012001@news.povray.org>
In article <3A6C1D7F.D7CEEEBE@atosorigin.com>, Jerome Grimbert 
<jer### [at] atosorigincom> wrote:

> Can you have more than one portal in a scene?

The number is limited only by the number of objects you can have...it's 
just a pigment.


> If yes, how do you handle a portal which see another
> portable which see the first...

No special handling is required for this, it will just behave similarly 
to a portal that looks directly into itself.


> (i.e. Do you limit the recursion level ?)

The recursion level is limited by max_trace_level, just like 
transparence and reflection.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

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From: Greg M  Johnson
Subject: Re: Portal Pigment - Portal pigment.jpeg (1/1)
Date: 22 Jan 2001 09:24:00
Message: <3A6C4126.E2F07808@my-dejanews.com>
Fabien Mosen wrote:

> Wouldn't it be logical to use it as an image type in image_map ?
>
> object {
>        Stuff
>        pigment {
>                image_map {
>                          portal {
>                                 camera {...}
>                                 }
>                          map_type ...
>                          once                 }}}
>

This is a really cool feature you've developed, Chris. But perhaps it's
a limitation of my understanding in that I cannot grasp its use beyond
type of application proposed by Fabien.  While I'd love to do anims
where say there are TV monitors showing 2-3 extra views of the same
action,  I still don't comprehend the concept of "portal object."


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From: Christoph Hormann
Subject: Re: Portal Pigment - Portal pigment.jpeg (1/1)
Date: 22 Jan 2001 10:07:04
Message: <3A6C4C92.38C491C0@gmx.de>
Chris Huff wrote:
> 
> > Do you plan to remove the limitations re direct light coming through
> > a portal?
> 
> Not currently...the only way I can think of to do that would be to
> create a duplicate version of all light sources that is transformed to a
> position that would make it appear on the far side of the portal, and
> only accept direct rays that hit the portal object...and this would only
> work for type 0 portals, and wouldn't be easy to implement. Of course,
> maybe it only makes sense for type 0 portals...
> 

How about photons? does it work with them like reflection?

Nice idea BTW, not only for the 'picture in a picture' scene but also for
abstract stuff just like reflection, but with probably a lot less
geometric limitations.  

When are you planning to publish it? 

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Bob H 
Subject: Re: Portal Pigment - Portal pigment.jpeg (1/1)
Date: 22 Jan 2001 11:20:50
Message: <3a6c5de2@news.povray.org>
Okay, the more I read the more I know  :-)
I just meant copy&paste in the sense that the "portal" is extracting a copy of
the rendered scene from a certain viewpoint and then pasting that in the way of
a pigment applied to any other object.

Bob H.

"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-3DE84C.06021022012001@news.povray.org...
>
> Um, no...there is no copy/pasting of scene code. It just moves rays to
> another portion of the same scene.
>
> > That is, it's essentially a 2D representation placed based on where
> > the portal view is and where it exists. Guess I'm getting closer to
> > the idea there.  Perhaps.
>
> Think of it as a "ghost object" that is left behind at the position of
> the object when the portal pigment is applied...no matter where the
> portal object is moved, rays hitting it will emerge from that ghost
> object.


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From: Jan Walzer
Subject: Re: Portal Pigment - Portal pigment.jpeg (1/1)
Date: 22 Jan 2001 11:40:22
Message: <3a6c6276@news.povray.org>


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From: Chris Huff
Subject: Re: Portal Pigment - Portal pigment.jpeg (1/1)
Date: 22 Jan 2001 16:53:25
Message: <chrishuff-3B773E.16543222012001@news.povray.org>
In article <3A6C4C92.38C491C0@gmx.de>, Christoph Hormann 
<chr### [at] gmxde> wrote:

> How about photons? does it work with them like reflection?

Photons should just behave as if it were any other pigment. Having 
photons interact with it would probably require special handling in the 
photon code, and I am not familiar enough with that code to add it. I 
think it would have to create an invisible copy of the object at the far 
end of the portal and use that to capture photons that will come out of 
the portal.
So: it should be possible, though it wouldn't be like reflection, and I 
have no idea how to add it and am focusing on the basic features of the 
patch first. In priority, photons are right behind direct illumination 
through the portal, something I will look at later but may never get 
working (or may not get working before someone else does).


> Nice idea BTW, not only for the 'picture in a picture' scene but also for
> abstract stuff just like reflection, but with probably a lot less
> geometric limitations.  

Someone mentioned it might be good for "cubist" scenes...maybe put a 
bunch of randomly placed triangle portals in front of the camera.


> When are you planning to publish it? 

Um...no idea. I'd like to get camera portals working first...and figure 
out a way to explain how it works.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

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From: Chris Huff
Subject: Re: Portal Pigment - Portal pigment.jpeg (1/1)
Date: 22 Jan 2001 16:56:05
Message: <chrishuff-C3E5DC.16571222012001@news.povray.org>
In article <3a6c6276@news.povray.org>, "Jan Walzer" <jan### [at] lzernet> 
wrote:

> Now ... OK, what I did was just a short trick to show my idea of 
> "colortransformation" and this picture would be done with some kind 
> of post_process ...
> 
> What I meant is, if it would be possible, to make some kind of 
> color-transformation for the rays, passing through your portal, so 
> maybe I can make the other world, I see through the portal, appear 
> inversed, or in grayscale-only, or in other modified colors, but 
> still representing the scene ...

This still sounds like something that could be done for all 
pigments...what would make it specific to the portal pigment?


> the other question, yes, was in the direction, if it is only a 
> pigment, or pattern ... but you already answered this ... I just 
> thought, if it were a pattern, than we would be able, to take it as a 
> normal-map, or as a slope-map, making our other world appear only in 
> black&white ...

That should be possible with the pigment_pattern, but I don't have any 
idea what it would look like used as a normal...some kind of embossed 
look, probably.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

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