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Can this be done with Pov? I would imagine that focal_blur could/would
be used, but how would you produce that undulating, blurred, wavy
effect behind your scene?
Any ideas?
~Steve~
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"St." <dot### [at] dot com> a écrit dans le message de
news:40aa56b7@news.povray.org...
> Can this be done with Pov? I would imagine that focal_blur could/would
> be used, but how would you produce that undulating, blurred, wavy
> effect behind your scene?
Untried, but in some circumstances I guess that a smart normal in the
camera{} could do the trick.
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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in news:40aa6096@news.povray.org Gilles Tran wrote:
> Untried, but in some circumstances I guess that a smart normal in the
> camera{} could do the trick.
>
Or a transparant non reflective plane with a normal and ior, about halfway
the depth of the scene. A gradient could be used to control the density
from the normal towards the sky.
Ingo
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Gilles Tran wrote:
> Untried, but in some circumstances I guess that a
> smart normal in the camera{} could do the trick.
There probably are cases where it suffices, but in general this solution
is not suitable, since it is not dependent on distance. This creates two
related problems:
- The turbulence is equally strong for close and distant parts of the
scene. (I.e. it does not add up.)
- The turbulence pattern does not follow the perspective - that is, it
doesn't become smaller with distance.
In effect, using a normal in the camera will simulate heat that is
located right where the camera is and not in the rest of the scene.
For a suggestion that IMHO will often create more useful results, see
Ingo's reply.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com **updated Apr 27**
POV-Ray Ring: http://webring.povray.co.uk
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"St." <dot### [at] dot com> wrote in message news:40aa56b7@news.povray.org...
The details would have to be worked out, but the basics of my idea would
be to first make a distance-information render where every surface is
colored according to it's distance from the camera, then to use this
information in combination with a heat-wave looking pigment function to
blur surrounding pixels of a full-color render in a heat-wave style
pattern. Something like: blur=distance*heat-wavefunc.
-Shay
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Shay <rrr.rrr.r> wrote:
> Something like: blur=distance*heat-wavefunc.
But fluctuations in air temperature doesn't cause blur, it causes
variations in the IOR of the air which is completely different thing.
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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St. nous apporta ses lumieres ainsi en ce 2004/05/18 14:32... :
>Can this be done with Pov? I would imagine that focal_blur could/would
>be used, but how would you produce that undulating, blurred, wavy
>effect behind your scene?
>
> Any ideas?
>
> ~Steve~
>
>
>
>
>
I tought of a trick:
Use a serie of invisible refractive boxes with small normal variations
and low iors (1.001 to 1.1) set at a scale that increase with the
distance from the camera. Increase max_trace_level by double the number
of boxes. That way, distent objects will get more distortion than close
ones. It's obvious that it will also increase render time. The boxes
have to be large enough to cover all the visible area and hollow if you
have any media like some fog.
I never tested it.
Alain
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On a related note, how do you get distance information from a regular
povray scene?
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"Rune" <run### [at] runevision com> a écrit dans le message de
news:40aa84c3$1@news.povray.org...
> There probably are cases where it suffices, but in general this solution
> is not suitable, since it is not dependent on distance. This creates two
> related problems:
I know, I know, but it's cheap (to create) and fast (to render), and cheap
and fast solutions should always be tried before more expensive and slower
ones... Hey, even in big budget movies they use sock puppets instead of CGI
sometimes :)
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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Gilles Tran wrote:
>
> Rune wrote:
>> There probably are cases where it suffices, but
>> in general this solution is not suitable, since
>> it is not dependent on distance.
>
> I know, I know, but it's cheap (to create) and
> fast (to render), and cheap and fast solutions
> should always be tried before more expensive and
> slower ones...
True. :)
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com **updated Apr 27**
POV-Ray Ring: http://webring.povray.co.uk
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Sally nous apporta ses lumieres ainsi en ce 2004/05/18 20:17... :
>On a related note, how do you get distance information from a regular
>povray scene?
>
>
>
>
Remove all lights, all textures.
Remove any radiosity, photons and focal blur.
Bind everything in a single union.
Apply a gradient z texture, black on the far end, white on the near end,
ambient 1.
Extra: use the hf_gray_16 option and you are set to do stereogram or
hight_field.
It renders prety fast.
Alain
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"Gilles Tran" <gitran_nospam_@wanadoo.fr> wrote in message
news:40aa6096@news.povray.org...
>
Is there something up with your clock or is it OE at my end? (I'm seeing a
9/5/2004 post in reply to a post on 18/5/2004)
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"Tom Melly" <tom### [at] tomandlu co uk> a écrit dans le message de
news:40ab867e@news.povray.org...
> "Gilles Tran" <gitran_nospam_@wanadoo.fr> wrote in message
> news:40aa6096@news.povray.org...
> >
>
> Is there something up with your clock or is it OE at my end? (I'm seeing a
> 9/5/2004 post in reply to a post on 18/5/2004)
What happened is that the last beta expired last night, so I had to set the
clock back to have it work again, and I forgot to change it back before
posting... I guess it's going to happen a few times until a new version is
out...
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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In article <40ab308c$1@news.povray.org>, Alain <aze### [at] qwerty gov>
wrote:
> Apply a gradient z texture, black on the far end, white on the near end,
> ambient 1.
Only if you are using an orthographic camera. For most other camera
types, use a spherical pattern centered on the camera. You could also
use an entirely white texture and black fog...this should work
regardless of the camera type, but won't give a linear mapping.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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Hey, thanks guys, and sorry for the late reply. I'm hopefully going to
use a mixture of Ingos and Alains methods.
I'm starting to get some half decent results with my test image, but
it's not quite right yet. I'll post something in p.b.i as soon as I
can.
I ended up trying:
texture{
pigment {rgbt 1}
normal {wrinkles warp {turbulence .8 omega .7}}
finish {roughness 0.8 }}
for my clear model, but the model is not good at the moment. I'll
keep trying. Is there
anything in the above that I should change though?
I've read the docs but still don't understand 'omega'.
~Steve~
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St. nous apporta ses lumieres ainsi en ce 2004/05/20 13:58... :
>Hey, thanks guys, and sorry for the late reply. I'm hopefully going to
>use a mixture of Ingos and Alains methods.
>
> I'm starting to get some half decent results with my test image, but
>it's not quite right yet. I'll post something in p.b.i as soon as I
>can.
>
> I ended up trying:
>
> texture{
> pigment {rgbt 1}
> normal {wrinkles warp {turbulence .8 omega .7}}
> finish {roughness 0.8 }}
>
> for my clear model, but the model is not good at the moment. I'll
>keep trying. Is there
>anything in the above that I should change though?
>
> I've read the docs but still don't understand 'omega'.
>
> ~Steve~
>
Turbulence is repeated a few times controled by the octaves value
The omega value reduce the effective effect of the subsequent moves.
Supose that the first move was 1 unit long and omega is set to 0.5
(default), then move 2 is 0.5 unit, move 3 is 0.25 unit, move 4 is 0.125
unit,...
Increasing the omega value will increase the disturbance caused by
higher octaves ranks.
In your case, the effects are: 1, 0.7, 0.49, 0.343, 0.2401, and 0.16807
time the base one.
Alain
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There's a couple of examples in povray.binaries.animations - look for "Heat
Waves".
There's also a post of mine in povray.animations called "Heat Shimmer" that
sort of started the other posts.
The best IMHO is:
----- Original Message -----
From: "Jan Walzer" <jan### [at] lzer net>
Newsgroups: povray.binaries.animations
Sent: Tuesday, July 16, 2002 06:22
Subject: Heatwaves #3 [divX]
but there wasn't a reply on how Jan did it
== John ==
"St." <dot### [at] dot com> wrote in message news:40aa56b7@news.povray.org...
> Can this be done with Pov? I would imagine that focal_blur could/would
> be used, but how would you produce that undulating, blurred, wavy
> effect behind your scene?
>
> Any ideas?
>
> ~Steve~
>
>
>
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Actually, I take back what I said, here's how Jan did it:
"Jan Walzer" <jan### [at] lzer net> wrote in message
news:3d30c80a@news.povray.org...
> this is only a quick hack I did, when I saw the post of Tom A.
>
> I don't know, how fast his ISO solution renders, but I used
> a version, that uses transparent spheres around the camera,
> "only" with a normalmap.
>
> The MPG is killig a lot details here, I've to admit this
> version isn't yet, what I'm after.
> But I've currently a version running, with better params, that will
> be ready in some hours, so I can post it tomorrow.
>
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"John D. Gwinner" <joh### [at] cornell edu> wrote in message
news:40b5101c$1@news.povray.org...
> There's a couple of examples in povray.binaries.animations - look
for "Heat
> Waves".
>
> There's also a post of mine in povray.animations called "Heat
Shimmer" that
> sort of started the other posts.
Hi John, thanks very much for that - I don't usually check the
animations group. It lead me to Tom Aust's piece of isosurface code
which I'm playing with now, (thanks Tom). It needs a lot of tweaking
to get it right for what I want to do, but it's looking very
promising. :)
~Steve~
> == John ==
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"St." <dot### [at] dot com> wrote in message news:40b86e4a@news.povray.org...
>
> Hi John, thanks very much for that - I don't usually check the
> animations group. It lead me to Tom Aust's piece of isosurface code
> which I'm playing with now, (thanks Tom). It needs a lot of tweaking
> to get it right for what I want to do, but it's looking very
> promising. :)
>
No problem, I'd be interested in what you come up with.
What I was trying to do was vehicle exhaust, and I never solved it. This
particular exhaust was pointed straight up (more of a cooling tower than
vehicle exhaust, actually). I made some fitfull attempts with 'liquid
spray' pointed straight up, to make the cone shape, but it never look right,
but I didn't mess with it that much.
Ironically my vehicles ended up on Mars, so now I don't have to worry about
exhaust. But it would be nice to relocated them someday, I'm sure the crews
would like to go home!
== John ==
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