POV-Ray : Newsgroups : povray.binaries.utilities : sky light render Server Time
30 Dec 2024 13:02:28 EST (-0500)
  sky light render (Message 28 to 37 of 47)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: And
Subject: Re: sky light render
Date: 9 Nov 2018 10:50:01
Message: <web.5be5ac1c87bb2a51fd114ee40@news.povray.org>
Export a smoke density data to it from Blender.


Post a reply to this message


Attachments:
Download 'smoke2.png' (397 KB)

Preview of image 'smoke2.png'
smoke2.png


 

From: And
Subject: Re: sky light render
Date: 9 Nov 2018 11:00:02
Message: <web.5be5aeab87bb2a51fd114ee40@news.povray.org>
max density set to 0.1g/m^3

width about 0.4km


Post a reply to this message


Attachments:
Download 'density0.1 sun30 reduce_at4 level20 24hr.png' (764 KB)

Preview of image 'density0.1 sun30 reduce_at4 level20 24hr.png'
density0.1 sun30 reduce_at4 level20 24hr.png


 

From: And
Subject: Re: sky light render
Date: 9 Nov 2018 11:05:01
Message: <web.5be5afcb87bb2a51fd114ee40@news.povray.org>
max density 1.2g/m^3

the same size.


Post a reply to this message


Attachments:
Download 'density1.2 reduce_at4 level32 19hr30m.png' (810 KB)

Preview of image 'density1.2 reduce_at4 level32 19hr30m.png'
density1.2 reduce_at4 level32 19hr30m.png


 

From: And
Subject: Re: sky light render
Date: 9 Nov 2018 11:10:01
Message: <web.5be5b10487bb2a51fd114ee40@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> max density 1.2g/m^3
>
> the same size.

max density 2.5g/m^3

size up to about 0.8km


Post a reply to this message


Attachments:
Download 'density2.5 sun30 reduce_at4 level32 34hr.png' (830 KB)

Preview of image 'density2.5 sun30 reduce_at4 level32 34hr.png'
density2.5 sun30 reduce_at4 level32 34hr.png


 

From: And
Subject: Re: sky light render
Date: 10 Nov 2018 08:25:00
Message: <web.5be6db1a87bb2a51fd114ee40@news.povray.org>
I will release it when it is okay. At least one year.


Post a reply to this message

From: Stephen
Subject: Re: sky light render
Date: 11 Nov 2018 06:09:16
Message: <5be80ddc$1@news.povray.org>
On 10/11/2018 13:20, And wrote:
> I will release it when it is okay. At least one year.
> 

Your time frame is a bit of a disappointment. :-(
It is interesting that you are incorporating df3s into it. :-)

<Aside>
Have you seen, Oosawa 4D Volume Viewer?
http://qcganime.web.fc2.com/OOSAWA/oosawaE.html

One interesting feature is the program can mesh-ify df3s and export them 
as mesh2 or obj.
Unfortunately (for me) the help file is in Japanese.



-- 

Regards
     Stephen


Post a reply to this message

From: Stephen
Subject: Re: sky light render
Date: 11 Nov 2018 06:30:19
Message: <5be812cb$1@news.povray.org>
On 11/11/2018 11:09, Stephen wrote:
> One interesting feature is the program can mesh-ify df3s and export them 
> as mesh2 or obj.

Forgot to mention that he calls it an isosurface. and the export for 
mesh2 is faulty as it includes a trailing comma at the end of each section.

-- 

Regards
     Stephen


Post a reply to this message

From: And
Subject: Re: sky light render
Date: 12 Nov 2018 22:05:01
Message: <web.5bea3efd87bb2a51c8edf6b30@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 10/11/2018 13:20, And wrote:
> > I will release it when it is okay. At least one year.
> >
>
> Your time frame is a bit of a disappointment. :-(
It is rendered by my notebook, using 3 thread.
That's true. But After these tests It will improve(I guess about 2x).



> It is interesting that you are incorporating df3s into it. :-)
Uh huh


>
> <Aside>
> Have you seen, Oosawa 4D Volume Viewer?
> http://qcganime.web.fc2.com/OOSAWA/oosawaE.html

No. I never heard it.


>
> One interesting feature is the program can mesh-ify df3s and export them
> as mesh2 or obj.
> Unfortunately (for me) the help file is in Japanese.
>
>
Not bad


>
> --
>
> Regards
>      Stephen


Post a reply to this message

From: And
Subject: Re: sky light render
Date: 14 Nov 2018 07:30:01
Message: <web.5bec14ff87bb2a51c8edf6b30@news.povray.org>
Rendering cloud needs more time than smoke because the internal scattering in
cloud is very much. It seldom absorb light. So the high level scattering is
frequent.

The attached diagram is about the spectral radiance(light strength) vs level.

first level collect most light because of the sky part of the image. The
scattering of sky is much weak than cloud. Another point is that after level 4 I
using reduce coefficient to calculate the cloud as an approximate. If calculate
complete condition(no approx.) the high level are even more important.


Post a reply to this message


Attachments:
Download 'test20 diagram reduce_at4 sun30 density1.2.png' (178 KB)

Preview of image 'test20 diagram reduce_at4 sun30 density1.2.png'
test20 diagram reduce_at4 sun30 density1.2.png


 

From: And
Subject: Re: sky light render
Date: 14 Nov 2018 07:35:00
Message: <web.5bec15ae87bb2a51c8edf6b30@news.povray.org>
This diagram calculates complete condition.(no reduce coefficient)


Post a reply to this message


Attachments:
Download 'test20 diagram no_reduce sun30 density1.2.png' (200 KB)

Preview of image 'test20 diagram no_reduce sun30 density1.2.png'
test20 diagram no_reduce sun30 density1.2.png


 

<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>

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