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Media absorption made the difference between "water" and "ocean." A high
dispersion_samples was absolutely necessary to prevent an ugly, disjointed
appearance to the serendipitous rainbow on the 2nd spire from the left.
Radiosity was essential for preventing that "Look at me! I'm RAY-TRACED!" look.
Roll all of them together and you get...
Scene Statistics
Finite objects: 13
Infinite objects: 4
Light sources: 1
Total: 18
Render Statistics
Image Resolution 1024 x 768
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Pixels: 798065 Samples: 4520337 Smpls/Pxl: 5.66
Rays: 248032810 Saved: 6846754 Max Level: 50/50
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Ray->Shape Intersection Tests Succeeded Percentage
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Blob 1960460307 246439831 12.57
Blob Component 68916803929 2708845529 3.93
Blob Bound 257059823985 106516682795 41.44
CSG Intersection 835031756 143301860 17.16
CSG Merge 117157818 115648825 98.71
Plane 5955388550 2857842614 47.99
Sphere 402513945 240902498 59.85
Bounding Object 402513945 240902498 59.85
Bounding Box 6076922178 2187538944 36.00
Light Buffer 3691252116 2866930699 77.67
Vista Buffer 66991906 65422192 97.66
----------------------------------------------------------------------------
Function VM calls: 129982716
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Roots tested: 421613038 eliminated: 27611333
Calls to Noise: 1226003249 Calls to DNoise: 1364408936
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Media Intervals: 48633512 Media Samples: 74348089 (1.53)
Shadow Ray Tests: 454069577 Succeeded: 270105277
Reflected Rays: 67897419 Total Internal: 19303128
Refracted Rays: 84953494
Transmitted Rays: 42055387
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Radiosity samples calculated: 1377815 (14.72 %)
Radiosity samples reused: 7980092
----------------------------------------------------------------------------
Number of photons shot: 95662
Surface photons stored: 1904516
Priority queue insert: 691971082
Priority queue remove: 669977402
Gather function called: 78408468
Gather radius expanded: 2163499
----------------------------------------------------------------------------
Smallest Alloc: 17 bytes
Largest Alloc: 327696 bytes
Peak memory used: 251379687 bytes
Total Scene Processing Times
Parse Time: 0 hours 0 minutes 2 seconds (2 seconds)
Photon Time: 0 hours 17 minutes 15 seconds (1035 seconds)
Render Time: 16 hours 5 minutes 6 seconds (57906 seconds)
Total Time: 16 hours 22 minutes 23 seconds (58943 seconds)
CPU time used: kernel 28.91 seconds, user 58012.92 seconds, total 58041.83
seconds
Render averaged 13.55 PPS over 786432 pixels
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A sixteen ******g hour long render! Soft shadows (area_light) were patched in
later.
Acknowledgements:
Idea generator : alphaQuad
Inspiration : Jonathan Hunt
Media assistance : Mike Williams
Numerical analysis : Alain
Water spectral
absorption raw data : Martin Chaplin
Water surface normal : Christoph Hormann
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Attachments:
Download 'dodecaland.jpg' (301 KB)
Preview of image 'dodecaland.jpg'
![dodecaland.jpg](/povray.binaries.images/attachment/%3Cweb.48dae3de37a883ac85de7b680%40news.povray.org%3E/dodecaland.jpg?ttop=443866&toff=3050&preview=1)
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Reminds me of The Dig. Is it based on it?
- Slime
[ http://www.slimeland.com/ ]
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"Slime" <fak### [at] email address> wrote:
> Reminds me of The Dig. Is it based on it?
It's based on Alien Island, by Jonathan Hunt. http://xlcus.com/povray/
I didn't look at the source--honest!
I don't know what The Dig is (although I do know what The Big Dig was, as I used
to live in Boston).
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Cousin Ricky wrote:
> "Slime" <fak### [at] email address> wrote:
> > Reminds me of The Dig. Is it based on it?
>
> It's based on Alien Island, by Jonathan Hunt. http://xlcus.com/povray/
The inspiration for my Alien Island picture came from The Dig, yes.
Well spotted! I absolutely loved that game :-)
> I don't know what The Dig is
It's an old LucasArts point and click adventure. See here for some more
details...
http://en.wikipedia.org/wiki/The_Dig
Cheers,
--
Jonathan Hunt
jon### [at] xlcus com
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Jonathan Hunt wrote:
> It's an old LucasArts point and click adventure. See here for some more
> details...
> http://en.wikipedia.org/wiki/The_Dig
I wondered why the book by someone who normally does a pretty good job
was so awful.
--
Darren New / San Diego, CA, USA (PST)
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Motivating to see an image and have to say, "I haven't a clue". You even got the
white water. Going to have to review these examples mentioned my name. Now we're
getting somewhere. Will I find them is the question at this point.
This thread could use some links to... :
Google "Martin Chaplin media absorption"
1st link: this thread
2nd link:
http://www.nationmaster.com/encyclopedia/Color-of-water
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of course you know now, you'll have to move the light and water phase in a 15
second animation because your code is so good. whats that? some 200 frames x 10
hrs ... like around the world in 88 days, makes our computers seem weak
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"alphaQuad" <alp### [at] earthlink net> wrote:
>
> This thread could use some links to... :
>
> Google "Martin Chaplin media absorption"
The word "media" will kill the search; Professor Chaplin doesn't use POV-Ray
terminology. Try:
http://www.lsbu.ac.uk/water/vibrat.html
My numerical integration of the graph over wavelength ranges
<578..740, 500..578, 380..500> nm
resulted in absorption coefficients per meter of
<0.272217, 0.046156, 0.010255>.
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"Cousin Ricky" <ric### [at] yahoo com> wrote:
> "alphaQuad" <alp### [at] earthlink net> wrote:
> >
> > This thread could use some links to... :
> >
> > Google "Martin Chaplin media absorption"
>
> The word "media" will kill the search; Professor Chaplin doesn't use POV-Ray
> terminology. Try:
>
> http://www.lsbu.ac.uk/water/vibrat.html
>
> My numerical integration of the graph over wavelength ranges
>
> <578..740, 500..578, 380..500> nm
>
> resulted in absorption coefficients per meter of
>
> <0.272217, 0.046156, 0.010255>.
exactly what I first thought, needed to figure that rgb, thank you.
F1 on "absorption"
media { absorption Color ... }
goes to :
SCATTERING:
scattering {
Type, COLOR [ eccentricity Value ] [ extinction Value ]
}
scattering was used???? type?
isotropic, Mie (haze and murky atmosphere), Rayleigh, and Henyey-Greenstein
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"alphaQuad" <alp### [at] earthlink net> wrote:
> F1 on "absorption"
> media { absorption Color ... }
> goes to :
> SCATTERING:
> scattering {
> Type, COLOR [ eccentricity Value ] [ extinction Value ]
> }
>
> scattering was used???? type?
> isotropic, Mie (haze and murky atmosphere), Rayleigh, and Henyey-Greenstein
According to Christoff Hormann, the Mie types are best for water. I used
scattering { 3, <0.004, 0.012, 0.020> }. I also added:
method 3
intervals 1
samples 3, 3
aa_level 2
to speed things up, but be warned that in some scenes there will be a penalty in
quality. Please find attached my source code.
Have a look at Christoff's tutorial:
http://www.imagico.de/pov/water/index.html
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Attachments:
Download 'dodecaland.pov.txt' (12 KB)
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