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How would you make dust? The kind that settles in corners
in the attic or the loft of a barn. I'm trying media now, but not
getting the results I'd like, but that's not surprising :^)
=Bob=
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robertUNDERSCOREdobbinsATmailDOTtdsDOTnet news:4159cbe0$1@news.povray.org
> How would you make dust? The kind that settles in corners
> in the attic or the loft of a barn. I'm trying media now, but not
> getting the results I'd like, but that's not surprising :^)
> =Bob=
I suggest media.
Btw, for making a real small dust particles that actualy can be seen
individualiy, I suggest using either meany small sphere/random-mesh-phere-
like-shapes with media/transparency, or using density producing such
pattern, like
bozo
color_map {
[0.0 rgb C*0]
[0.8 rgb C*0]
[1.0 rgb C*1]
}
where C is color of dust. Probably YOu wild like to use high quality on
such media in density-bozo-pattern case. Also density must be scalled
approperiatly.
Use media type - scattering 2 or 3 probably.
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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"Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote in message
news:Xns9573370B89CD4raf256com@203.29.75.35...
: robertUNDERSCOREdobbinsATmailDOTtdsDOTnet news:4159cbe0$1@news.povray.org
:
: > How would you make dust? The kind that settles in corners
: > in the attic or the loft of a barn. I'm trying media now, but not
: > getting the results I'd like, but that's not surprising :^)
: > =Bob=
:
: I suggest media.
:
: Btw, for making a real small dust particles that actualy can be seen
: individualiy, I suggest using either meany small sphere/random-mesh-phere-
: like-shapes with media/transparency, or using density producing such
: pattern, like
:
: bozo
: color_map {
: [0.0 rgb C*0]
: [0.8 rgb C*0]
: [1.0 rgb C*1]
: }
:
: where C is color of dust. Probably YOu wild like to use high quality on
: such media in density-bozo-pattern case. Also density must be scalled
: approperiatly.
:
: Use media type - scattering 2 or 3 probably.
:
Hey, thanks Raf! I will try this out. Everything I've done so far looks
like mist. And more trouble is trying to get it to sit right on the floor.
Thanks!
=Bob=
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=Bob= nous apporta ses lumieres ainsi en ce 2004-09-28 23:55... :
>: I suggest media.
>:
>: Btw, for making a real small dust particles that actualy can be seen
>: individualiy, I suggest using either meany small sphere/random-mesh-phere-
>: like-shapes with media/transparency, or using density producing such
>: pattern, like
>:
>: bozo
>: color_map {
>: [0.0 rgb C*0]
>: [0.8 rgb C*0]
>: [1.0 rgb C*1]
>: }
>:
>: where C is color of dust. Probably YOu wild like to use high quality on
>: such media in density-bozo-pattern case. Also density must be scalled
>: approperiatly.
>:
>: Use media type - scattering 2 or 3 probably.
>:
>Hey, thanks Raf! I will try this out. Everything I've done so far looks
>like mist. And more trouble is trying to get it to sit right on the floor.
>Thanks!
>=Bob=
>
Make the container extend into the floor. The part inside the floor will
be hiden by the floor.
I think that a granit may be beter suited to that task. You need to use
a small scale and a perty high density, in the color_map above, you may
need to multiply by 10 to 100.
Alain
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"Alain" <aze### [at] qwertygov> wrote in message news:415a85b8$1@news.povray.org...
: =Bob= nous apporta ses lumieres ainsi en ce 2004-09-28 23:55... :
:
[deletions]
: >Hey, thanks Raf! I will try this out. Everything I've done so far looks
: >like mist. And more trouble is trying to get it to sit right on the floor.
: >Thanks!
: >=Bob=
: >
: Make the container extend into the floor. The part inside the floor will
: be hiden by the floor.
: I think that a granit may be beter suited to that task. You need to use
: a small scale and a perty high density, in the color_map above, you may
: need to multiply by 10 to 100.
Thanks Alain! I will be sure to try your suggestions, that
is, when this current render is done, sloooowwww.
=Bob=
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Hi.
I posted a message about this a while back. My scene is pretty complicated
so placing partiucles would have been impossibble and media would have
taken to long. My solution was to add a block to all of my relevant
textures with a slope map to vary the depth of the dust with gradient. the
dusat itself was simulated with a small scale bozo pattern with
transparency of about .7
The results are alright and the bonus is it doent add much to rendre times.
Peter
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"Vladimir" <nomail@nomail> wrote in message
news:web.416031a07309c54a6fe311d50@news.povray.org...
: Hi.
: I posted a message about this a while back. My scene is pretty complicated
: so placing partiucles would have been impossibble and media would have
: taken to long. My solution was to add a block to all of my relevant
: textures with a slope map to vary the depth of the dust with gradient. the
: dusat itself was simulated with a small scale bozo pattern with
: transparency of about .7
: The results are alright and the bonus is it doent add much to rendre times.
: Peter
Thanks Peter. I will try this out. Probably works best on the
faraway objects. The ones real close up I'm trying media
on now. It looks pretty good so far. More to go!
Thanks again...
=Bob=
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