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Just another pic from my seemingly endless imagination for strange ambient
works...
L
-
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Attachments:
Download 'blockball.jpg' (232 KB)
Preview of image 'blockball.jpg'
![blockball.jpg](/povray.binaries.images/attachment/%3Cweb.427ae0482e735823cf1e4a180%40news.povray.org%3E/blockball.jpg?ttop=441697&toff=5350&preview=1)
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"Loki" <nomail@nomail> wrote in message
news:web.427ae0482e735823cf1e4a180@news.povray.org...
> Just another pic from my seemingly endless imagination for strange ambient
> works...
>
> L
> -
>
That is awesome! How the hell did you do that???? (with respect to the
what looks like some sort of media) I seriously have no idea where to start
(apart from maybe the columns, done something similar in the past)
Good work!
Dre
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Nice!
I'd like to get our pong match started; I'm just waiting for your response
to my post in povray.general (specifically, do you want to do it publicly?)
- Slime
[ http://www.slimeland.com/ ]
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"Dre" <bla### [at] somewhere com> wrote:
> That is awesome! How the hell did you do that???? (with respect to the
> what looks like some sort of media) I seriously have no idea where to start
> (apart from maybe the columns, done something similar in the past)
>
> Good work!
>
> Dre
Cheers!
The columns are looped in 3 axes obviously. Testure is pure reflection{0,1)
with a slightly low exponent, rendered with no lights.
Media was an emissive spherical distribution, rgb<1,1,2> at the centre with
a poly_wave falloff, exponent and scale set by experiment. Turbulence was
applied as a warp{} at various scales to give that kind of scale-free fine
structure that makes it somewhat more realistic - i.e. not so smoothly CG.
Rendered with strong focal blur and, as I mentioned, no lights. 4 hours or
so.
@Slime - I'll post elsewhere to discuss the pong...
L
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OK, I thought I'd post an example of a media with fine structure. This one
has even more than that used above, but it's just for illustrative purposes
since you asked. Below is the SDL for the attached image. No lights. The
media uses default sampling etc and there are some artifacts in the image,
but you get the idea. The scalings are set so that if you change the value
of T you get a nice scaling of the turbulence and brightness. T=0 gives a
plain spherical distribution, and values over about 2 start to fade away
and break apart to nothing. This could be animated with T=clock between 0
and about 4, but I haven't tried it so I don't know what it would come out
like.
#declare T = 1;
camera {
location <0,0,-8>
look_at 0
angle 80
}
sphere {
0,10
texture {
pigment { rgbt 1 }
}
interior {
media {
emission exp(-T/2)
density {
spherical
poly_wave 5
color_map {
[0 rgbt <0,0,0,1>]
[0.1 rgb <0.2,0,0>]
[0.27 rgb <1,0.65,0.5>]
[1 rgb <2,2,0.5>]
}
scale 2
warp { turbulence T }
scale 2
warp { turbulence T }
scale 2
warp { turbulence T }
scale 2
warp { turbulence T }
}
scale 0.3*exp(pow(T,0.5))/(1+T)
}
}
hollow
}
The real point is the multiple scale/warp levels. That is where the fine
structure is added to the turbulence - it gives a fairly scale-free
turbulence, and can be tweaked for different effects.
Hope this helps.
L
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Attachments:
Download 'finestructure.jpg' (206 KB)
Preview of image 'finestructure.jpg'
![finestructure.jpg](/povray.binaries.images/attachment/%3Cweb.427b869c30cd3814c63f2040%40news.povray.org%3E/finestructure.jpg?ttop=441697&toff=5350&preview=1)
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"Loki" <nomail@nomail> wrote in message
news:web.427b869c30cd3814c63f2040@news.povray.org...
> OK, I thought I'd post an example of a media with fine structure. This
one
> has even more than that used above, but it's just for illustrative
purposes
> since you asked. Below is the SDL for the attached image. No lights.
The
> media uses default sampling etc and there are some artifacts in the image,
> but you get the idea. The scalings are set so that if you change the
value
> of T you get a nice scaling of the turbulence and brightness. T=0 gives a
> plain spherical distribution, and values over about 2 start to fade away
> and break apart to nothing. This could be animated with T=clock between 0
> and about 4, but I haven't tried it so I don't know what it would come out
> like.
Wow. that's hot.
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That's cool. I can think of a million uses for this -- besides just leaving
it "as-is" and saying "that's cool."
Thanks!
Dave Matthews
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"Loki" <nomail@nomail> wrote:
> OK, I thought I'd post an example of a media with fine structure. This one
> has even more than that used above, but it's just for illustrative purposes
> since you asked. Below is the SDL for the attached image. No lights. The
> media uses default sampling etc and there are some artifacts in the image,
> but you get the idea. The scalings are set so that if you change the value
> of T you get a nice scaling of the turbulence and brightness. T=0 gives a
> plain spherical distribution, and values over about 2 start to fade away
> and break apart to nothing. This could be animated with T=clock between 0
> and about 4, but I haven't tried it so I don't know what it would come out
> like.
> ~
> The real point is the multiple scale/warp levels. That is where the fine
> structure is added to the turbulence - it gives a fairly scale-free
> turbulence, and can be tweaked for different effects.
>
> Hope this helps.
>
> L
> -
I'd like to render this at 1600x1200 for a wallpaper... but I'm a media
newbie, and was wondering how I could get rid of the artifacts? Any help
would be appreciated. [Nice work, by the way, Loki!]
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> I'd like to render this at 1600x1200 for a wallpaper... but I'm a media
> newbie, and was wondering how I could get rid of the artifacts? Any help
> would be appreciated. [Nice work, by the way, Loki!]
The simplest approach is to add the "samples" keyword inside the "media"
block. Start with "samples 10" or so, and then raise the number until the
artifacts disappear.
Other values that can be tweaked are aa_depth and aa_threshold, which you
can look up in the documentation.
- Slime
[ http://www.slimeland.com/ ]
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