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2 Sep 2024 00:12:10 EDT (-0400)
  simulated_technology.pov (Message 1 to 6 of 6)  
From: Samuel T  Benge
Subject: simulated_technology.pov
Date: 13 Mar 2004 14:24:55
Message: <40535FE1.7060603@hotmail.com>
#declare fuzzy_shadows=off;
#declare global_illumination=off;
global_settings{
 #if(global_illumination=on)
  radiosity{
   count 300 error_bound .25
   pretrace_start .04 pretrace_end .02
   recursion_limit 1
   normal on
   low_error_factor 10
   brightness 1
  }
 #end
 assumed_gamma 1
 photons{count 30000}
}

#default{finish{ambient 0 brilliance .7}}

camera{
 fisheye 
 right x*.7 up y*.7
 location<0,80,-80>
 look_at 0
 angle 20 
}

background{rgb<.3 .4 .5>}

light_source{<1,2,-1>*100000,<1.3 1.25 1>*1.5 #if(fuzzy_shadows=on) area_light
x*70000,z*70000,12,12 jitter adaptive 1 orient circular #end}
light_source{<0,-1,-.5>*100000,<.3 .4 .5>*.25 shadowless
#if(fuzzy_shadows=on)area_light x*90000,z*90000,2,2 jitter adaptive 1 orient circular
#end}

#declare strands_Y=
 pigment{
  //cylindrical
  boxed scale<1,10,1> rotate y*0
  scale .75 translate .5 warp{repeat x} warp{repeat z}
  frequency 3 sine_wave
  //color_map{[.1 rgb 0][.3 rgb 1]}
 }

#declare strands_X=
 pigment{
  //cylindrical
  boxed scale<1,10,1> rotate y*0
  rotate z*90 scale .75 translate .5 warp{repeat y} warp{repeat z}
  frequency 3 sine_wave
  //color_map{[.1 rgb 0][.3 rgb 1]}
 }

#declare strands_Z=
 pigment{
  //cylindrical
  boxed scale<1,10,1> rotate y*0
  rotate x*90 scale .75 translate .5 warp{repeat x} warp{repeat y}
  frequency 3 sine_wave
  //color_map{[.1 rgb 0][.3 rgb 1]}
 }

#declare rbbd=function{
 pigment{
  pigment_pattern{cells scale 2}
  scale 2
  pigment_map{   
   [.1 strands_Y]
   [.5 strands_X]  
   [.9 strands_Z]   
  }  
 }
}

isosurface {
 function{  
  max(
   abs(x),
   abs(y),
   abs(z)
  )
  -9
  -rbbd(x,y,z).grey
  //-rbbd(z*2,y*2,x*2).grey/2
  +.5
 }
 accuracy .01
 evaluate 5, 1.2, 0.95 
 contained_by{box{<-10,-10,-10>,<10,10,10>}} 
 pigment{rgb .55}
 finish{specular .85 roughness .05 brilliance 4}
 hollow
 rotate y*35
}


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From: Tek
Subject: Re: simulated_technology.pov
Date: 13 Mar 2004 20:41:25
Message: <4053b845$1@news.povray.org>
"Samuel T. Benge" <stb### [at] hotmailcom> wrote in message
news:405### [at] hotmailcom...
> camera{
>  fisheye
>  right x*.7 up y*.7
>  location<0,80,-80>
>  look_at 0
>  angle 20
> }

That's an interesting trick, I never knew you could use a fisheye lens like
that! I'm going to start using that in some of my scenes.

BTW, I've modified your definition so it takes account of the image dimensions:

camera{
 fisheye
 #local hyp=sqrt(image_width*image_width+image_height*image_height);
 right x*image_width/hyp up y*image_height/hyp
 location<0,80,-80>
 look_at 0
 angle 20
}

Cheers,
-- 
Tek
www.evilsuperbrain.com


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From: Rune
Subject: Re: simulated_technology.pov
Date: 14 Mar 2004 06:49:11
Message: <405446b7$1@news.povray.org>
Tek wrote:
> That's an interesting trick, I never knew you could use a fisheye
> lens like that! I'm going to start using that in some of my scenes.

It's a neat trick alright, especially when you want a wide angle but
don't want heavy perspective distortions.

BTW, I used it in my animation Tunnel Ride:
http://runevision.com/3d/anims/

On the original topic - this isosurface sure is nice, and I was
surprised to see it render so fast!

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com **updated Mar 9**
POV-Ray Ring: http://webring.povray.co.uk


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From: Samuel T  Benge
Subject: Re: simulated_technology.pov
Date: 14 Mar 2004 17:14:59
Message: <4054D937.3000402@hotmail.com>
Tek wrote:

> That's an interesting trick, I never knew you could use a fisheye lens like
> that! I'm going to start using that in some of my scenes.


It gets used in nearly all of my scenes now. I never use the default or 
ultra_wide_angle cameras anymore. I dicovered the trick one day while 
trying to square an image and noticed parts of the black circle got 
clipped away.

> 
> BTW, I've modified your definition so it takes account of the image dimensions:

I usually use something like this for images with a 1.33/1 dimension ratio:

right x*.5*1.33 up y*.5

That tends to clip the black corners away right where they need to be 
clipped.

I'll try your modification to see how I like it.. thanks!

-Samuel Benge


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From: Tek
Subject: Re: simulated_technology.pov
Date: 14 Mar 2004 17:21:41
Message: <4054daf5@news.povray.org>
"Samuel T. Benge" <stb### [at] hotmailcom> wrote in message
news:405### [at] hotmailcom...
> It gets used in nearly all of my scenes now. I never use the default or
> ultra_wide_angle cameras anymore. I dicovered the trick one day while
> trying to square an image and noticed parts of the black circle got
> clipped away.

Well it's not an entirely natural way to see an image (since it's not projected
onto a plane, but you will view the image on a planar screen) but it has some
potential for getting less distortion on wide shots which is a problem I keep
running into.

-- 
Tek
www.evilsuperbrain.com


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From: Samuel T  Benge
Subject: Re: simulated_technology.pov
Date: 14 Mar 2004 17:25:42
Message: <4054DBBA.9090103@hotmail.com>
Rune wrote:

> It's a neat trick alright, especially when you want a wide angle but
> don't want heavy perspective distortions.


The fisheye lens is one of the things I like about POV. It's something 
the 'big' graphics products don't give you, because they render images 
not just with raytracing, but with other techniques.

 
> BTW, I used it in my animation Tunnel Ride:
> http://runevision.com/3d/anims/


I wish I had broadband... I'll have to take the time to download it 
sometime.

 
> On the original topic - this isosurface sure is nice, and I was
> surprised to see it render so fast!
> 
> Rune

Isn't there a 'fast isosurface' patch coming out? I can't wait for it :)

-Samuel Benge


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