POV-Ray : Newsgroups : povray.binaries.images : Glass and Photon. Server Time
8 Aug 2024 08:15:06 EDT (-0400)
  Glass and Photon. (Message 4 to 13 of 13)  
<<< Previous 3 Messages Goto Initial 10 Messages
From: Alain
Subject: Re: Glass and Photon.
Date: 27 Sep 2005 20:45:48
Message: <4339e7bc@news.povray.org>
Hasan3 nous apporta ses lumieres en ce 2005-09-27 08:21:
> 
> Photon and Light  settings :
> 
> global_settings {
>   assumed_gamma 1
>   max_trace_level 35
>   ambient_light rgb< 0,0,0>
> 
>   photons {
>     spacing 0.01
>     autostop 0
>   }
> }
> 
> 
>   light_source {<-9,33,-13>
>         color rgb <1,1,1>*6000
>     fade_distance 1
>     fade_power 2
>     photons {
>         refraction on
>         reflection on
>     }
>   }
> 
> 
> What can Imake for more realism?
> Regards all.
> 
> 
> ------------------------------------------------------------------------
> 
You use a point light, try an area_light. This will soften the edges of the shadows.
If you sue 
adaptive the render time increase will stay reasonable even with high density arays
like 33*33. 
Start with adaptive 0 and increase if you get artefacts. Using circular and orient let
you simulate 
a spherical light. It also dispense you from bothering with the actual orientation of
the aray (a 
cheap trick).
Adding some dispersion can help. Typical values are normaly small like 1.01 to 1.1.
It's placed in 
the interior block.
Try rounding the edge of the glass, it looks very sharp.
Also, the edge of the table looks sharp. It to can be rounded, even if the rounding
have a very 
small radius.

-- 
Alain
-------------------------------------------------
Methodist: It's not so bad if shit happens, as long as you serve grape juice with it.


Post a reply to this message

From: Mienai
Subject: Re: Glass and Photon.
Date: 28 Sep 2005 02:20:01
Message: <web.433a35b5604e6a8d88fe5cb30@news.povray.org>
"Hasan3" <PRO### [at] Yahoocom> wrote:
> What can Imake for more realism?
> Regards all.

Is there a reason your straw breaks within the liquid?


Post a reply to this message

From: Rick Measham
Subject: Re: Glass and Photon.
Date: 28 Sep 2005 02:53:01
Message: <433a3dcd$1@news.povray.org>
Mienai wrote:
> Is there a reason your straw breaks within the liquid?

that's what straws do .. and anything else .. when placed in water .. 
it's just an illusion because of the IOR difference between air and 
water. Grab a glass and have a look.

Cheers!
Rick Measham


Post a reply to this message

From: Skip Talbot
Subject: Re: Glass and Photon.
Date: 28 Sep 2005 03:08:39
Message: <433a4177$1@news.povray.org>
Rick Measham wrote:
> Mienai wrote:
> 
>> Is there a reason your straw breaks within the liquid?
> 
> 
> that's what straws do .. and anything else .. when placed in water .. 
> it's just an illusion because of the IOR difference between air and 
> water. Grab a glass and have a look.
> 
> Cheers!
> Rick Measham

Yeah except it happens twice.  The surface of the water is near the top 
of glass, but the straw breaks midway down.  I'm guessing this is caused 
by the IOR of the glass taking over at this position, probably do to 
coinciding surfaces.  Notice the jagged patter to the left of the break, 
probably the mesh (if it is a mesh) where the surfaces intersect.  Also 
notice, how the glass clips the bottom end of the straw unnaturally. 
Its funny the things you notice when you give an image a second look.

Skip


Post a reply to this message

From: Rick Measham
Subject: Re: Glass and Photon.
Date: 28 Sep 2005 03:59:46
Message: <433a4d72@news.povray.org>
Skip Talbot wrote:
> Yeah except it happens twice.  The surface of the water is near the top 
> of glass, but the straw breaks midway down.  I'm guessing this is caused 
> by the IOR of the glass taking over at this position, probably do to 
> coinciding surfaces.  Notice the jagged patter to the left of the break, 
> probably the mesh (if it is a mesh) where the surfaces intersect. 

I thought that was due to the shape of the glass .. notice that at 
table-level the glass isn't a circle, but has corrugations. I assumed 
that these started at the point of the second break..

> Also 
> notice, how the glass clips the bottom end of the straw unnaturally. Its 
> funny the things you notice when you give an image a second look.

Once again, I think this is the same .. the corrugation near the end of 
the straw hides it, and so it looks unnatural.

If the OP is reading this, can you comment? (And possibly post a version 
without the water .. (and I guess photons won't matter either :)))

Cheers!
Rick Measham


Post a reply to this message

From: Hasan3
Subject: Re: Glass and Photon.
Date: 29 Sep 2005 02:10:01
Message: <web.433b83fa604e6a8d5a06030f0@news.povray.org>
Rick Measham <rickm*at%isite.net.au> wrote:
> Skip Talbot wrote:
> > Yeah except it happens twice.  The surface of the water is near the top
> > of glass, but the straw breaks midway down.  I'm guessing this is caused
> > by the IOR of the glass taking over at this position, probably do to
> > coinciding surfaces.  Notice the jagged patter to the left of the break,
> > probably the mesh (if it is a mesh) where the surfaces intersect.
>
> I thought that was due to the shape of the glass .. notice that at
> table-level the glass isn't a circle, but has corrugations. I assumed
> that these started at the point of the second break..
>
> > Also
> > notice, how the glass clips the bottom end of the straw unnaturally. Its
> > funny the things you notice when you give an image a second look.
>
> Once again, I think this is the same .. the corrugation near the end of
> the straw hides it, and so it looks unnatural.
>
> If the OP is reading this, can you comment? (And possibly post a version
> without the water .. (and I guess photons won't matter either :)))
>
> Cheers!
> Rick Measham



Ooo , Everybody are commented:)
I understand this mistake like Rich's topics. The surface of glass and water
are coincidet and suface problems or render bug. The glass model is made
from Mesh2 object. And  probably I wasn't calculate normals of surfaces
correctly. So I changed glass model to SOR object. And ior value  : water
:1.33 , glass :1.5  But this values are making different more effect in the
Beta.09. I must filled sor object.

I use point light, because the area light is very slow in this sample. I'm
posting two scenes (in povray 3.6 and 3.7 Beta.9)

How can I make filled solid glass or cuve vs object like the following
figure? (without the difference method)

This scene is rendered v:6, Because v:7.Beta9 is very slow...





Refraction Chart Index:

Material                Index

Vacuum                1.00000
Air                    1.0003
Cinnamon Cat            1.136
Carbon Dioxide, Liquid       1.200
Ice                   1.309
Water                 1.333
Acetone                1.360
Ethyl Alcohol             1.360
Sugar Solution (30%)       1.380
Alcohol                 1.329
Flourite                 1.434
Quartz, Fused            1.460
Calspar2                1.486
Sugar Solution (80%)       1.490
Glass                  1.500
Glass, Zinc Crown         1.517
Glass, Crown            1.520
Sodium Chloride          1.530
Sodium Chloride (Salt) 1     1.544
Polystyrene              1.550
Quartz 2                1.553
Emerald                1.570
Glass, Light Flint          1.575
Lapis Lazuli              1.610
Topaz                  1.610
Carbon Bisulfide          1.630
Quartz 1                1.644
Sodium Chloride (Salt) 2     1.644
Glass, Heavy Flint         1.650
Calspar1                1.660
Glass, Dense Flint         1.660
Methylene Iodide          1.740
Ruby                  1.770
Sapphire                1.770
Glass, Heaviest Flint       1.890
Crystal                 2.000
Diamond                2.417
Chromium Oxide          2.705
Copper Oxide            2.705
Amorphous Selenium       2.920
Dougbrainium            3.039
Iodine Crystal            3.340


Post a reply to this message


Attachments:
Download 'glass1.jpg' (179 KB)

Preview of image 'glass1.jpg'
glass1.jpg


 

From: Christoph Hormann
Subject: Re: Glass and Photon.
Date: 29 Sep 2005 04:10:01
Message: <dhg7a3$2ob$1@chho.imagico.de>
One things that does not fit there is the table texture indicates it is 
a rough wood surface but it is perfectly reflecting the glass.

Apart from that it is quite convincing.  Of course the wall textures 
need work.

Christoph

-- 
POV-Ray tutorials, include files, Landscape of the week:
http://www.tu-bs.de/~y0013390/ (Last updated 24 Jul. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/


Post a reply to this message

From: Hasan3
Subject: Re: Glass and Photon.
Date: 29 Sep 2005 05:30:00
Message: <web.433bb31c604e6a8d5a06030f0@news.povray.org>
Christoph Hormann <chr### [at] gmxde> wrote:
> One things that does not fit there is the table texture indicates it is
> a rough wood surface but it is perfectly reflecting the glass.
>
> Apart from that it is quite convincing.  Of course the wall textures
> need work.
>
> Christoph
>
> --
> POV-Ray tutorials, include files, Landscape of the week:
> http://www.tu-bs.de/~y0013390/ (Last updated 24 Jul. 2005)
> MegaPOV with mechanics simulation: http://megapov.inetart.net/


Hmm, Christoph, dear teacher:)

 I have been interested with the glass, you are right.
 I will change wall and table's surface...

Best regards.


Post a reply to this message

From: Rick Measham
Subject: Re: Glass and Photon.
Date: 29 Sep 2005 09:09:23
Message: <433be783@news.povray.org>
Hasan3 wrote:
> I use point light, because the area light is very slow in this sample. I'm
> posting two scenes (in povray 3.6 and 3.7 Beta.9)

Looking better .. I like the simpler glass :)

I've decided that the lighting problem is really  a problem with the 
straw .. it needs to be translucent and not so phongy too at a guess .. 
the back of it should not contrast the front so much and the front 
shouldn't be white.. it's making the light look like its very bright..

(Still looking for architraves/skirting boards and as Christoph says, 
looking forward to the wall textures improving too)

My main comment on the table (hadn't noticed Christoph's comment) is 
that it's so small compared to the glass. The part that goes off camera 
is fine as we have no idea where it ends, but the 'depth' (bl to tr) is 
very small .. can it be made bigger? Or is it a modern 'arty' table with 
a recycled timber top?

Cheers!
Rick Measham


Post a reply to this message

From: Hasan3
Subject: Re: Glass and Photon.
Date: 29 Sep 2005 18:20:01
Message: <web.433c67f8604e6a8d79f418200@news.povray.org>
Rick Measham <rickm*at%isite.net.au> wrote:
> Hasan3 wrote:
> > I use point light, because the area light is very slow in this sample. I'm
> > posting two scenes (in povray 3.6 and 3.7 Beta.9)
>
> Looking better .. I like the simpler glass :)
>
> I've decided that the lighting problem is really  a problem with the
> straw .. it needs to be translucent and not so phongy too at a guess ..
> the back of it should not contrast the front so much and the front
> shouldn't be white.. it's making the light look like its very bright..
>
> (Still looking for architraves/skirting boards and as Christoph says,
> looking forward to the wall textures improving too)
>
> My main comment on the table (hadn't noticed Christoph's comment) is
> that it's so small compared to the glass. The part that goes off camera
> is fine as we have no idea where it ends, but the 'depth' (bl to tr) is
> very small .. can it be made bigger? Or is it a modern 'arty' table with
> a recycled timber top?
>
> Cheers!
> Rick Measham


Rich, I will use this glass models in the WIP Kitchen project. So I'm not
giving importance to environment.


Best Regards.


Post a reply to this message


Attachments:
Download 'kitchen.jpg' (326 KB)

Preview of image 'kitchen.jpg'
kitchen.jpg


 

<<< Previous 3 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.