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A neat effect seen in 3D-Engines are particle effects which
add to each other. So, what the Engine does, is take point in
space, check if a certain disc around it isn't blocked, and then
just add a certain RGB-Component to the "rendered" image
from the engine.
The effect is much like emission-media, which just "adds" color
on top of the background, whereas absorption-media "subtracts".
The problem is speed. To get faily smooth "discs" (got to use spheres),
POV needs a pretty high sample rate.
Though I know, POV isn't a 3D-Engine, doesn't do scanline and
all the typical answers we get... We have transparent and filtering
"channels". Isn't it possible to somehow add an "adding" channel?
Negative values could subtract, much like absorption, and positive
values add, much like emission.
In have no idea about the handling of colors and such in POV's
workings, but a guess would be to add this feature by making use
of the way media-attenuation is stored... That's just a guess!
I'm not too sure if the proposed idea is actually possible within
the "confines" of POV-Ray 3.5... Nontheless, has anybody got
any good ideas how this may be made possible with "common"
3.5 techniques (aside using the tracing-intensive media)?
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
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"Tim Nikias" <tim### [at] gmxde> wrote in message
news:3e01f0ea@news.povray.org...
Just use the object pattern. With a pigment map like this:
pigment_map {
[0 Pigment_Alone]
[1 Predefined_Average_Pigment]
}
-Shay
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I don't really understand how you want me to apply
the object-pattern...
I'm talking about an effect that I can place a disc/sphere,
the center being bright, the rim just transparent, and add
this rgb-value to any background-element the traced
ray may find.
How does object-pattern come into play there?
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
>
> Just use the object pattern. With a pigment map like this:
>
> pigment_map {
> [0 Pigment_Alone]
> [1 Predefined_Average_Pigment]
> }
>
> -Shay
>
>
>
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"Tim Nikias" <tim### [at] gmxde> wrote in message
news:3e020428@news.povray.org...
> I don't really understand how you want me to apply
> the object-pattern...
>
> I'm talking about an effect that I can place a disc/sphere,
> the center being bright, the rim just transparent, and add
> this rgb-value to any background-element the traced
> ray may find.
> How does object-pattern come into play there?
>
I misunderstood the question some. How about a disk object oriented towards
the camera with a filter value>1 and no_image, no_shadow, no_reflection? I'm
not sure what this would produce, it's just a guess.
-Shay
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"Shay" <sah### [at] simcopartscom> wrote in message
news:3e0206b0@news.povray.org...
Another possibility might be to use oriented cones and to then combine the
object and proximity patterns. I know proximity is slow, but I'm not sure
how slow it would be in this simple case.
Yet another possibility is to use oriented spot lights if lights will take a
negative color.
-Shay
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On Thu, 19 Dec 2002 12:46:41 -0600, "Shay" <sah### [at] simcopartscom> wrote:
> Another possibility might be to use oriented cones and to then combine the
> object and proximity patterns. I know proximity is slow, but I'm not sure
> how slow it would be in this simple case.
In case of cones you can use functions from iso_csg library instead of
proximity pattern. It should be very fast then.
ABX
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"ABX" <abx### [at] abxartpl> wrote in message
news:69540vkpvcv57ntng5p0s6ljjosohe7o8k@4ax.com...
>
> In case of cones you can use functions from iso_csg library instead of
> proximity pattern. It should be very fast then.
>
> ABX
cool. This definitely seems like the best solution then, because an even
amount of color will always be added or subtracted despite the number of
light sources which are reaching a surface.
-Shay
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But that was exactly the effect I was looking for!
In 3D-Engines, these particles are just thrown onto
a rendered image and brighten the image, a lot of
particles get very bright (some more enhanced engines
blend between colors when things are getting bright,
causing neat color effects), a few stay dark.
Spotlights was an idea that seemed very useful, but
it throws shadows or lights up all objects in its path,
except when using light-groups in a very complicated
and difficult manner in order to get the correct spotlights
for the correct objects...
Nobody played Soul Reaver, Vampire, Descent or
such? Freespace, Aquanox, anything? All these use that
technique! I'm pretty much sure that almost any 3D-Engine
of today does that...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
> > In case of cones you can use functions from iso_csg library instead of
> > proximity pattern. It should be very fast then.
> >
> > ABX
>
> cool. This definitely seems like the best solution then, because an even
> amount of color will always be added or subtracted despite the number of
> light sources which are reaching a surface.
>
> -Shay
>
>
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Tim Nikias wrote:
> But that was exactly the effect I was looking for!
>
> In 3D-Engines, these particles are just thrown onto
> a rendered image and brighten the image, a lot of
> particles get very bright (some more enhanced engines
> blend between colors when things are getting bright,
> causing neat color effects), a few stay dark.
I believe Chris Huff's glows patch (included in the latest MegaPOV version)
worked just the way you describe. So, you just need to wait for a 3.5-based
MegaPOV version (I sincerely wish the project is continued). Or perhaps
Chris could update his patch for 3.5? :)
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"Johannes Dahlstrom" <sad### [at] tkukoulufi> wrote in message
news:3e022f08@news.povray.org...
> Tim Nikias wrote:
>
> > But that was exactly the effect I was looking for!
> >
> > In 3D-Engines, these particles are just thrown onto
> > a rendered image and brighten the image, a lot of
> > particles get very bright (some more enhanced engines
> > blend between colors when things are getting bright,
> > causing neat color effects), a few stay dark.
>
> I believe Chris Huff's glows patch (included in the latest MegaPOV
version)
> worked just the way you describe. So, you just need to wait for a
3.5-based
> MegaPOV version (I sincerely wish the project is continued). Or perhaps
> Chris could update his patch for 3.5? :)
If this is what you want (bright glows will obscure whatever is behind
them), then just use spheres colored with the wood pattern and oriented to
point at the camera.
-Shay
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