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From: Alain
Subject: Re: image
Date: 5 Nov 2007 10:05:18
Message: <472f312e$1@news.povray.org>
Thomas de Groot nous apporta ses lumieres en ce 2007/11/05 03:47:
> "alphaQuad" <alp### [at] earthlinknet> schreef in bericht 
> news:web.472e20902a06dfe95b922c2d0@news.povray.org...
>> "alphaQuad" <alp### [at] earthlinknet> wrote:
>>> dont think I got the hang of it yet
>>
>> here's a curiosity: what can POV do?
>>
>> what about a half moon in the middle of the day?
>>
> 
> This has been solved very nicely by Bill Pragnell (look for a message  dated 
> november 23, 2005, I think in this same ng) and I have used the trick in 
> several of my scenes. I took some notes which I reproduce here:
> 
> 1) use a hollow sphere around your scene (or use inverse) set background to 
> black
> 2) give it the required color gradient you would give a sky_sphere, but use 
> a partial transparency, ambient 1, diffuse 0
> 3) put the moon and the light source (sun) outside of this sphere: the parts 
> in shadow will have the same color as the local sky
> 4) if you want to use radiosity: use an interior_texture on your sphere. The 
> ouside texture should be rgb 0, with transmit=1
> 
> note 1: you may have to experiment a bit with the transparency and/or the 
> gradient colors to get the desired effect.
> note 2: instead of a sphere, you can use other objects of course: a plane or 
> a cube or whatever.
> 
> Hope this helps
> 
> Thomas
> 
> 
Additional note: the sphere center don't need to be at the camera location or on 
the ground. A more realistic result can be done with a flatened sphere with it's 
center moved down like: (good for you clouds)
sphere{0,10000 scale<1,0.5,1>translate -2500*y texture{...}}

-- 
Alain
-------------------------------------------------
   I know I'm not sexy. When I put my underwear on I can hear the Fruit- 
of-the-Loom guys giggling.
	Rodney Dangerfield


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From: alphaQuad
Subject: Re: image
Date: 5 Nov 2007 12:40:01
Message: <web.472f54862a06dfe9c51101a30@news.povray.org>
For anyone following along here, think I found it.

http://news.povray.org/povray.binaries.images/thread/%3Cweb.4381be8f2e4ee441731f01d10%40news.povray.org%3E/?ttop=251451
&toff=1300



that was painful going back to nov 2005 and
not reading some of the subjects, had to look away 'til got I there.


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From: alphaQuad
Subject: Re: image
Date: 5 Nov 2007 14:25:01
Message: <web.472f6d7d2a06dfe9c51101a30@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:

> 1) use a hollow sphere around your scene (or use inverse) set background to
> black
> 2) give it the required color gradient you would give a sky_sphere, but use
> a partial transparency, ambient 1, diffuse 0
> 3) put the moon and the light source (sun) outside of this sphere: the parts
> in shadow will have the same color as the local sky
> 4) if you want to use radiosity: use an interior_texture on your sphere. The
> ouside texture should be rgb 0, with transmit=1


from that I applied (inside and out) a gradient (as)"you would give a
sky_sphere"
with a transparency but apparently did not have the experience required.

with filter numbers 1 and .5, both produced a strange patern.

You may learn more figuring things out for yourself but
if you can get there alone, you wont learn a thing. In the nov2005 thread it was
asked "how did you do that"? A picture (a script) is worth a thousand words of
explanation. It is a loss to many when code is not posted.

failed attempt
sphere { <0,0,0>, 100.0
  uv_mapping
  material { half_moon }
  rotate <0,-78,0>
  rotate <0,0,-15>
  translate <0,500,3000>

}
outside
/*sphere { <0,0,0>, 2000.0
   pigment {
        gradient y
        color_map {
          [0.0 rgbf <0.6,0.7,1.0,1>]
          [1 rgbf <0.4,0.5,0.8,1>]
        }
    }
    finish { ambient 1 diffuse 0 }

} */



sphere { <0,0,0>, 2000.0
interior_texture {
 // ior 1.5
    pigment {
      gradient y
        color_map {
          [0.0 rgbf <0.6,0.7,1.0,1>]
          [1 rgbf <0.4,0.5,0.8,1>]
        }
    }
    finish { ambient 1 diffuse 0 }
}
texture {
   pigment {
         rgb 0
         transmit 1
    }
    //finish { ambient 1 diffuse 0 }
  }
}


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Attachments:
Download 'waterscene_04.jpg' (102 KB)

Preview of image 'waterscene_04.jpg'
waterscene_04.jpg


 

From: Gail Shaw
Subject: Re: image
Date: 5 Nov 2007 23:41:21
Message: <472ff071@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> wrote in message
news:web.472f6d7d2a06dfe9c51101a30@news.povray.org...

Added a line that may help.

I usually do this with fog. See below.

>
> sphere { <0,0,0>, 2000.0
> interior_texture {
>  // ior 1.5
>     pigment {
>       gradient y
>         color_map {
>           [0.0 rgbf <0.6,0.7,1.0,1>]
>           [1 rgbf <0.4,0.5,0.8,1>]
>         }

        scale 2000

>     }
>     finish { ambient 1 diffuse 0 }
> }
> texture {
>    pigment {
>          rgb 0
>          transmit 1
>     }
>     //finish { ambient 1 diffuse 0 }
>   }
> }
>

// to prevent the fog going forever
sphere {
 0,2000
 pigment {rgbf 1}
 inverse
}

fog {
 rgb <0.2,0.2,0.4>
 fog_type 1
 distance 2400
}

fog {
 rgb <0.6,0.5,0.7>*0.8
 fog_type 2
 fog_offset 0
 fog_alt 300
 distance 2000
}

light_group {
 light_source {
  <5000,1500,5000>
  <0.8,0.75,0.7>*2
 }
 sphere {
  0,1
  pigment {
   image_map {
    png "Moon.png"
    map_type 1
    interpolate 2
   }
  }
  finish {ambient 0 brilliance 2}
  scale 300
  rotate z*20
  translate <-600,450,7000>
 }
 global_lights off
}


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From: alphaQuad
Subject: Re: image
Date: 6 Nov 2007 02:40:01
Message: <web.47301a3b2a06dfe9fceffeaf0@news.povray.org>
well it was a labor to play with filters.

and certainly a great deal of help was provided that gave some insight.

Great.


not happy with foggy clouds. they are bozo mapped. Bruno's look crisp.

some ideas mentioned were not completely understood, maybe some day.
(or some insightful and generous script posting)

the gradient sphere was never seen but now that I think about it, that pattern
would go away if you scale y maybe?

PO


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Attachments:
Download 'waterscene_05.jpg' (604 KB)

Preview of image 'waterscene_05.jpg'
waterscene_05.jpg


 

From: alphaQuad
Subject: Re: image
Date: 6 Nov 2007 02:55:00
Message: <web.47301cdf2a06dfe9fceffeaf0@news.povray.org>
"Gail Shaw" <initialsurname@sentech sa dot com> wrote:
> "alphaQuad" <alp### [at] earthlinknet> wrote in message
> news:web.472f6d7d2a06dfe9c51101a30@news.povray.org...
>
> Added a line that may help.
>
> I usually do this with fog. See below.

my previous post was posted before reading your post. Will try this next but
should be some time before I have a report.


thank you Gail, it looks like what I could not conceive with so little
experience.


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From: Thomas de Groot
Subject: Re: image
Date: 6 Nov 2007 03:03:45
Message: <47301fe1$1@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> schreef in bericht 
news:web.472f54862a06dfe9c51101a30@news.povray.org...
> For anyone following along here, think I found it.
>
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4381be8f2e4ee441731f01d10%40news.povray.org%3E/?ttop=251451
> &toff=1300
>

That's the one.
>
>
> that was painful going back to nov 2005 and
> not reading some of the subjects, had to look away 'til got I there.
>

<grin>


Thomas


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From: Thomas de Groot
Subject: Re: image - some code
Date: 6 Nov 2007 03:39:09
Message: <4730282d$1@news.povray.org>
This is the code I used in one of my images:

//-- start code --

#declare MoonMap =
   material {
      texture {
         pigment {
            image_map {
               png   "PlanetMaps\MoonMap.png"
               map_type 1
               once
               interpolate 2
            }
            scale <1,1,1>
            //rotate 90*x
         }
         normal {
            bump_map {
               png   "PlanetMaps\MoonBump.png"
               map_type 1
               once
               interpolate 2
            }
            scale <1,1,1>
            //rotate 90*x
            bump_size 1.0
         }
         finish {
            ambient 0.0
            diffuse 0.5
         }
      }
      //rotate <20.0, 0.0, -25.0>
   }

sphere { // Moon
  <0,0,0>,1
  material {
    MoonMap
  }
  scale 80.0
  rotate -90*y
  translate <-300.0, 200.0, 1000.0>
}

// Sky
#declare BlueSkySphere =
      texture {
         pigment {
           gradient y
           pigment_map {
            [0.0 rgb <0.6,0.7,1.0>*1.5 transmit 0.5]
            [1.0 rgb <0.437467, 0.824265, 1.0>*1.5 transmit 0.5]
           }
         }
         finish {
            ambient 0.9
            diffuse 0.0
         }
      }

#declare CosmosSkySphere =
      texture {
         pigment {
            color rgbt <0,0,0,1>
         }
         finish {
            ambient 0.0
            diffuse 0.0
         }
      }

sphere {
  <0,0,0>,1
  texture { BlueSkySphere }
  interior_texture { CosmosSkySphere } //using inverse puts the inside of 
the sphere outside
  no_shadow
  no_reflection
  inverse // no need for hollow
  scale 400
}

//-- end code--

Thomas


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From: Jan Dvorak
Subject: Re: image
Date: 6 Nov 2007 10:05:01
Message: <4730829d@news.povray.org>
alphaQuad napsal(a):
> ...
> from that I applied (inside and out) a gradient (as)"you would give a
> sky_sphere"
> with a transparency but apparently did not have the experience required.
> ...
> sphere { <0,0,0>, 2000.0
> interior_texture {
>  // ior 1.5
>     pigment {
>       gradient y
>         color_map {
>           [0.0 rgbf <0.6,0.7,1.0,1>]
>           [1 rgbf <0.4,0.5,0.8,1>]
>         }
>     }
>     finish { ambient 1 diffuse 0 }
> }
 > ...
scale the pigment 2000 times.


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From: Alain
Subject: Re: image
Date: 6 Nov 2007 13:52:44
Message: <4730b7fc$1@news.povray.org>
alphaQuad nous apporta ses lumieres en ce 2007/11/06 02:39:
> well it was a labor to play with filters.
> 
> and certainly a great deal of help was provided that gave some insight.
> 
> Great.
> 
> 
> not happy with foggy clouds. they are bozo mapped. Bruno's look crisp.
> 
> some ideas mentioned were not completely understood, maybe some day.
> (or some insightful and generous script posting)
> 
> the gradient sphere was never seen but now that I think about it, that pattern
> would go away if you scale y maybe?
> 
> PO
> 
> 
> ------------------------------------------------------------------------
> 
Nice! That's what I can call a beleiveable moon.

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when you wonder if ground fog or 
athmosphere will look better for your company's market share pie chart.
Christoph Rieder


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