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I was wondering if anyone could direct me toward a scene with a
realistic daytime sky, clouds, haze and sun that I could reuse in my own
scene (I have already determined units of measurement for my scene).
Thanks!
-Mike
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SharkD wrote:
> I was wondering if anyone could direct me toward a scene with a
> realistic daytime sky, clouds, haze and sun that I could reuse in my own
> scene (I have already determined units of measurement for my scene).
>
> Thanks!
>
> -Mike
Such things are very hard to port between scenes due to scale. At
least, assuming you're using media for the abovementioned effects.
...Chambers
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SharkD a écrit :
> I was wondering if anyone could direct me toward a scene with a
> realistic daytime sky, clouds, haze and sun that I could reuse in my own
> scene (I have already determined units of measurement for my scene).
>
> Thanks!
>
> -Mike
Most of those are hard to port, especialy if the scale of the scenes
differs.
The daytime sky can be done with a sky_sphere to provide the backdrop
for the other elements. Usualy, all you need is a nice gradient.
The haze and clouds are harder to port, and, in some case, it's not
possible.
Realistic clouds often require the use of media. Same for the haze.
If you change the scale, you need to change the density, and possibly
the pattern(s) used.
If your POV units represent a smaller unit (feet to meter for example)
that the original, the media will get to thick.
The easiest part, is the Sun. Look at the lightsys and sunpos.
Alain
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With a bit of tooling around I managed to make it work. I created a
panorama using it that you can find here:
http://isometricland.com/gearhead/ghpanotour.htm
-Mike
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I'm trying to scale the volumetric clouds (in particular the flat "cloud
bank") found on this page:
http://www.geocities.com/evilsnack/tut01.htm
The Povray docs only briefly mention what you need to do in order to
scale interior media. The example in the docs is for an emission media
with no explicitly defined density map. The clouds script however is a
scattering media with a density map (see below). Have I done things
correctly?
#local Inc_Scale_Amount = Width;
#local Dec_Scale_Amount = sqrt(3) / vlength(Inc_Scale_Amount);
#local pigCloudBank = pigment
{
average
pigment_map {[1 planar][1 granite scale 50]}
}
box
{
<-200,-2,-200>,<200,2,200>
hollow
texture {pigment {rgbt 1}}
interior
{
media
{
scattering {1, 0.5 * Dec_Scale_Amount}
method 3
// samples 30, 100
intervals 1
density
{
pigment_pattern {pigCloudBank}
density_map {[.6 rgb 0][.61 rgb 1]}
}
}
}
scale Inc_Scale_Amount
translate y * Width * 8
}
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SharkD schrieb:
> #local Inc_Scale_Amount = Width;
> #local Dec_Scale_Amount = sqrt(3) / vlength(Inc_Scale_Amount);
What is "Width"?
It should be a scalar, otherwise you'll be running into trouble, as
you'd need an anisotropic media density (i.e. different density
depending on the orientation of the traversing ray) for a proper job.
Then if it is a scalar, the above values should actually be:
#local Inc_Scale_Amount = Width;
#local Dec_Scale_Amount = 1 / Width;
If you absolutely need it to be a vector, you'll probably want the
"thickness" to remain the same, i.e. retain the effective absorption in
Y direction; you'd achieve this by defining the values as:
#local Inc_Scale_Amount = Width;
#local Dec_Scale_Amount = 1 / Width.y;
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clipka wrote:
> SharkD schrieb:
>> #local Inc_Scale_Amount = Width;
>> #local Dec_Scale_Amount = sqrt(3) / vlength(Inc_Scale_Amount);
>
> What is "Width"?
>
> It should be a scalar, otherwise you'll be running into trouble, as
> you'd need an anisotropic media density (i.e. different density
> depending on the orientation of the traversing ray) for a proper job.
Good catch! Yes, "Width" is a scalar. However, even after fixing this
the clouds don't look quite like the image on the website I linked to.
The clouds are supposed to be dark underneath, but aren't when I render
the scene.
light_source
{
<+3000, +6000, -7000,> * Width
rgb 2.0
parallel
}
The location of the light source is well above the clouds. But, the
light source is twice as bright. How might I modify the media to
compensate? I suppose I could contain the clouds in a light group with a
dimmer light source, but I'd rather avoid this since it affects things
like shadows.
-Mike
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SharkD wrote:
> Good catch! Yes, "Width" is a scalar. However, even after fixing this
> the clouds don't look quite like the image on the website I linked to.
> The clouds are supposed to be dark underneath, but aren't when I render
> the scene.
Also, when I do diminish the light source, the clouds still become less
"dark" the farther away they are in the scene. I might expect this from
a point light source due to the angle of the light, but my light source
is parallel so it should be immune.
-Mike
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SharkD <mik### [at] gmailcom> wrote:
The clouds are supposed to be dark underneath, but aren't when I render
> the scene.
> The location of the light source is well above the clouds. But, the
> light source is twice as bright. How might I modify the media to
> compensate? I suppose I could contain the clouds in a light group with a
> dimmer light source, but I'd rather avoid this since it affects things
> like shadows.
>
> -Mike
You can try increasing the extinction value in the scattering block. By
default, extinction is 1.0, but you can increase it to something higher to
increase the amount of light absorbed by the media without actually thickening
the media. By doing this, though, your clouds may have a very strong color
contrast with white at the tops and a very dark bottom. You can control the
contrast of the clouds by balancing the scattering media with absorption and
emission medias.
-Reactor
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Reactor wrote:
> You can try increasing the extinction value in the scattering block. By
> default, extinction is 1.0, but you can increase it to something higher to
> increase the amount of light absorbed by the media without actually thickening
> the media. By doing this, though, your clouds may have a very strong color
> contrast with white at the tops and a very dark bottom. You can control the
> contrast of the clouds by balancing the scattering media with absorption and
> emission medias.
>
>
> -Reactor
Thanks! Any tips on the increasing brightness problem I described in my
other post?
-Mike
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