|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Imagine you are standing in a hothouse. The glass is painted white but lets
sunlight pass through in a diffused way. How can you simulate this in
POV-Ray? I have been experimenting in several directions but the results are
totally different from what I want. Anybody an idea how to solve this?
Alternatively, how do you simulate sunlight passing through a piece of white
cloth? With objects standing in the way casting shadows that you can see on
the other side?
Thanks a lot!
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> Imagine you are standing in a hothouse. The glass is painted white but lets
> sunlight pass through in a diffused way. How can you simulate this in
> POV-Ray? I have been experimenting in several directions but the results are
> totally different from what I want. Anybody an idea how to solve this?
> Alternatively, how do you simulate sunlight passing through a piece of white
> cloth? With objects standing in the way casting shadows that you can see on
> the other side?
>
I know of two ways to do that.
The cheapest in terms of computation time is to use the keyword
double_illuminate. In a way, it allows the light to go through your
object, and to influence radiosity computation, for example. You get to
view shadows cast by objects on the layer as well. But it can cause
problems if you need to view the layer from the outside and from the inside.
The other, more physically faithful way is to use a thin layer of
scattering media, with a very high density. It's difficult to get right,
though, because you'll probably need to tweak the media parameters to
get a good looking surface that renders in a reasonnable time.
In both cases you need radiosity to have a lighting inside the hothouse
from the sun...
Hope this helps
--
Vincent
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
It is a bit difficult to imagine the exact effect you are looking for but
Have you checked to design glass with normals? I mean I would try with
something like
pigment{rgbf<1,1,1,.9>}
normal{granite 2 scale .001}
..
..
..
(the rest of finish and interior properties)
I dont know what would happen but seems that it would let light pass through
the windows in a diffuse way, isnt it?
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> Imagine you are standing in a hothouse. The glass is painted white but lets
> sunlight pass through in a diffused way. How can you simulate this in
> POV-Ray? I have been experimenting in several directions but the results are
> totally different from what I want. Anybody an idea how to solve this?
> Alternatively, how do you simulate sunlight passing through a piece of white
> cloth? With objects standing in the way casting shadows that you can see on
> the other side?
Have you tried double_illuminating polygonal windows/cloth, then using
high-quality radiosity? Would require quite a bit of parameter-juggling but
seems feasible off the top of my head.
Bill
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
kike nous apporta ses lumieres en ce 08-03-2007 11:21:
> It is a bit difficult to imagine the exact effect you are looking for but
> Have you checked to design glass with normals? I mean I would try with
> something like
> pigment{rgbf<1,1,1,.9>}
> normal{granite 2 scale .001}
> ..
> ..
> ..
> (the rest of finish and interior properties)
> I dont know what would happen but seems that it would let light pass through
> the windows in a diffuse way, isnt it?
Don't forget to set the ior in the interior. Any object behind the "glass" will
get the effect. The light will go trough straight as an arrow unless you also
use photons. You will need to use some aa.
Replace the light shining trough with a large area_light to give blured shadows.
You can use averaged normals whitch will give you a smoother result. If you use
photons, the averaged normals will multiply your photons count, so, only apply
that to one face (difference of 2 box, one with the normals and one flat) and
keep the number of normals relatively low.
--
Alain
-------------------------------------------------
No matter how good she looks, some other guy is sick and tired of putting up
with her shit.
Men's Room, Linda's Bar and Grill, Chapel Hill , NC
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Alain" <ele### [at] netscapenet> schreef in bericht
news:45f0a81c$1@news.povray.org...
> kike nous apporta ses lumieres en ce 08-03-2007 11:21:
>> It is a bit difficult to imagine the exact effect you are looking for but
>> Have you checked to design glass with normals? I mean I would try with
>> something like
>
>> pigment{rgbf<1,1,1,.9>}
>> normal{granite 2 scale .001}
>> ..
>> ..
>> ..
>> (the rest of finish and interior properties)
>
>
>> I dont know what would happen but seems that it would let light pass
>> through
>> the windows in a diffuse way, isnt it?
>
> Don't forget to set the ior in the interior. Any object behind the "glass"
> will get the effect. The light will go trough straight as an arrow unless
> you also use photons. You will need to use some aa.
> Replace the light shining trough with a large area_light to give blured
> shadows.
> You can use averaged normals whitch will give you a smoother result. If
> you use photons, the averaged normals will multiply your photons count,
> so, only apply that to one face (difference of 2 box, one with the normals
> and one flat) and keep the number of normals relatively low.
>
I did exactly what you (Kike and Alain) suggest here before ptting the
question to the forum. Nice to see that we follow the same track. However,
although quite acceptable, it does not show the glass panes as being painted
white. They are more like frosted glass windows (very nice effect by the
way).
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Vincent:
I am going to try both options. And see where that brings me. For a hothouse
the media solution would be impractical I think. I am working on a
geodesic-like dome with very many panes.
Bill:
double illumination is something I shall try, as also suggested by Vincent.
I already discovered (with the frosted glass I came up with first) that high
quality radiosity is essential indeed.
Thanks a lot, both of you!
Thomas
Post a reply to this message
|
|
| |
| |
|
|
From: Thomas de Groot
Subject: Re: Hothouse glass: a very acceptable solution
Date: 9 Mar 2007 04:15:55
Message: <45f125cb$1@news.povray.org>
|
|
|
| |
| |
|
|
Following the answers to my question, I give you here the solution I find
very near to my intentions. Who knows, you may need it yourselves?
//---code started---
#version 3.6;
#include "colors.inc"
#include "rad_def.inc"
global_settings {
assumed_gamma 1.0
radiosity { Rad_Settings(Radiosity_Fast,off,off) }
}
// ----------------------------------------
camera {
location <0.0, 0.5, -4.0>
direction 1.5*z
right x*image_width/image_height
look_at <-0.6, 0.0, 0.0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {
0*x
color rgb 1.0
area_light
<8, 0, 0> <0, 0, 8>
4, 4
adaptive 0
jitter
circular
orient
translate <-300, 30, 300>
}
// ----------------------------------------
plane {
y, -1
pigment { color rgb <0.7,0.5,0.3> }
}
sphere {
0, 0.5
texture {
pigment {
radial
frequency 8
color_map {
[0.00 color rgb <1.0,0.4,0.2> ]
[0.33 color rgb <0.2,0.4,1.0> ]
[0.66 color rgb <0.4,1.0,0.2> ]
[1.00 color rgb <1.0,0.4,0.2> ]
}
}
finish{
specular 0.6
}
}
translate -0.5*y
}
cone { <0, 1, 0>, 0.0, <0, -1, 0>, 0.5
pigment {rgb <1,0,0>}
translate <-3, 0, 3.5>
}
//----------------------------------------------------------------------
#declare MatGlass =
material {
texture {
pigment {
color rgbt <1.0, 1.0, 1.0, 0.4>
}
normal {
granite , 0.05
scale 0.001
}
finish {
ambient 0
diffuse 1
brilliance 5
specular 0.6
roughness 0.001
conserve_energy
reflection {
0.1 , 0.1
fresnel on
falloff 1.0
exponent 1.0
metallic 0.0
}
}
}
interior {
ior 1.5
dispersion 1.02
//fade_distance 1.0
//fade_power 1001
}
}
polygon {
5, // number of points
<-0.5, 0>, <0.5, 0>, <0.5, 1>, <-0.5, 1>, <-0.5, 0>
material {MatGlass}
double_illuminate
scale 2
rotate -45*y
translate <-1, -1, 1>
}
//---code ended---
Thomas
Post a reply to this message
|
|
| |
| |
|
|
From: Vincent Le Chevalier
Subject: Re: Hothouse glass: a very acceptable solution
Date: 9 Mar 2007 05:09:16
Message: <45f1324c$1@news.povray.org>
|
|
|
| |
| |
|
|
> Following the answers to my question, I give you here the solution I find
> very near to my intentions. Who knows, you may need it yourselves?
>
Good result !
One minor thing is that you use ior in a polygon, which does not
simulate accurately a glass layer. What happens is that the direction of
a ray going through your polygon changes only once, while it changes
twice when going to an actual window. This is caused by the fact that
the polygon does not really have a finite inside... A ray "entering" the
polygon never exits.
If you want to keep the micronormals, and still be able to see the
object outside where they truely are, you could keep a polygon of
"paint" inside a thin block of perfectly transparent glass. Something
such as this:
//----------------------------------------------------------------------
#declare MatGlassBody =
material {
texture {
pigment {
color rgbt t
}
normal {
granite , 0.05
scale 0.001
}
finish {
ambient 0
diffuse 1
brilliance 5
specular 0.6
roughness 0.001
conserve_energy
reflection {
0.1 , 0.1
fresnel on
falloff 1.0
exponent 1.0
metallic 0.0
}
}
}
interior {
ior 1.5
dispersion 1.02
//fade_distance 1.0
//fade_power 1001
}
}
#declare MatGlassLayer =
material {
texture {
pigment {
color rgbt <1.0, 1.0, 1.0, 0.4>
}
}
}
union{
polygon {
5, // number of points
<-0.5, 0>, <0.5, 0>, <0.5, 1>, <-0.5, 1>, <-0.5, 0>
material {MatGlassLayer}
double_illuminate
}
box {
<-0.5, 0, -0.001>, <0.5, 1, 0.001>
material {MatGlassBody}
}
scale 2
rotate -45*y
translate <-1, -1, 1>
}
//----------------------------------------------------------------------
Though it does have strange effects with micronormals, disturbs
radiosity, and renders slower... Depends on the level of realism you
want to achieve, and on your scene; if there is nothing to be seen
outside, the problem will not appear...
Regards
--
Vincent
Post a reply to this message
|
|
| |
| |
|
|
From: Thomas de Groot
Subject: Re: Hothouse glass: a very acceptable solution
Date: 9 Mar 2007 07:58:40
Message: <45f15a00@news.povray.org>
|
|
|
| |
| |
|
|
"Vincent Le Chevalier" <gal### [at] libertyALLsurfSPAMfr> schreef in
bericht news:45f1324c$1@news.povray.org...
>> Following the answers to my question, I give you here the solution I find
>> very near to my intentions. Who knows, you may need it yourselves?
>>
>
> Good result !
>
> One minor thing is that you use ior in a polygon, which does not simulate
> accurately a glass layer. What happens is that the direction of a ray
> going through your polygon changes only once, while it changes twice when
> going to an actual window. This is caused by the fact that the polygon
> does not really have a finite inside... A ray "entering" the polygon never
> exits.
>
> If you want to keep the micronormals, and still be able to see the object
> outside where they truely are, you could keep a polygon of "paint" inside
> a thin block of perfectly transparent glass. Something such as this:
>
Thanks a lot! That might be useful, but not for now. I build my dome with
the Dome plugin in Moray, where the faces are automatically made of meshes,
so I cannot really do as you say. The easy way out of course, is not use the
ior in that case, but then the effect is lost. But for any other
construction with glass I shall keep this in mind.
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|