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11 Oct 2026 11:05:55 EDT (-0400)
  Sun, atmosphere, haze etc. (Message 1 to 21 of 21)  
From: SharkD
Subject: Sun, atmosphere, haze etc.
Date: 25 Aug 2009 03:24:42
Message: <4a9391ba$1@news.povray.org>
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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From: Chambers
Subject: Re: Sun, atmosphere, haze etc.
Date: 25 Aug 2009 09:50:26
Message: <4a93ec22@news.povray.org>
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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From: Alain
Subject: Re: Sun, atmosphere, haze etc.
Date: 25 Aug 2009 21:39:14
Message: <4a949242$1@news.povray.org>
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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From: SharkD
Subject: Re: Sun, atmosphere, haze etc.
Date: 26 Aug 2009 05:36:37
Message: <4a950225@news.povray.org>
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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From: SharkD
Subject: Re: Sun, atmosphere, haze etc.
Date: 26 Aug 2009 06:17:12
Message: <4a950ba8$1@news.povray.org>
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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From: clipka
Subject: Re: Sun, atmosphere, haze etc.
Date: 26 Aug 2009 06:57:16
Message: <4a95150c$1@news.povray.org>
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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From: SharkD
Subject: Re: Sun, atmosphere, haze etc.
Date: 26 Aug 2009 07:59:42
Message: <4a9523ae$1@news.povray.org>
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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From: SharkD
Subject: Re: Sun, atmosphere, haze etc.
Date: 26 Aug 2009 08:15:55
Message: <4a95277b$1@news.povray.org>
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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From: Reactor
Subject: Re: Sun, atmosphere, haze etc.
Date: 26 Aug 2009 15:50:00
Message: <web.4a95911da995826e53ea16990@news.povray.org>
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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From: SharkD
Subject: Re: Sun, atmosphere, haze etc.
Date: 26 Aug 2009 19:56:16
Message: <4a95cba0$1@news.povray.org>
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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From: Reactor
Subject: Re: Sun, atmosphere, haze etc.
Date: 26 Aug 2009 21:25:01
Message: <web.4a95dfb9a995826e30d437200@news.povray.org>
SharkD <mik### [at] gmailcom> wrote:
> 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

I'd have to see an example, but what you've described sounds kind of like
sampling artifacts  Is the second sampling parameter still used with method 3?
try boosting the min samples to 50 and rendering only that small part of the
scene.  If it is closer to what you expected, then it was caused by sampling
errors.

-Reactor


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From: SharkD
Subject: Re: Sun, atmosphere, haze etc.
Date: 26 Aug 2009 22:28:07
Message: <4a95ef37$1@news.povray.org>
Reactor wrote:
> I'd have to see an example, but what you've described sounds kind of like
> sampling artifacts  Is the second sampling parameter still used with method 3?
> try boosting the min samples to 50 and rendering only that small part of the
> scene.  If it is closer to what you expected, then it was caused by sampling
> errors.
> 
> -Reactor


That helps, but it causes the scene to take a real long time to render. 
Would splitting into multiple objects help?

-Mike


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From: Alain
Subject: Re: Sun, atmosphere, haze etc.
Date: 27 Aug 2009 21:14:48
Message: <4a972f88$1@news.povray.org>
Reactor a écrit :
> SharkD <mik### [at] gmailcom> wrote:
>> 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
> 
> I'd have to see an example, but what you've described sounds kind of like
> sampling artifacts  Is the second sampling parameter still used with method 3?
> try boosting the min samples to 50 and rendering only that small part of the
> scene.  If it is closer to what you expected, then it was caused by sampling
> errors.
> 
> -Reactor
> 
> 

Is the second sampling parameter still used with method 3?
No!
There is no longer a concept of min and max samples. Only samples.

Do I need to change the number of intervals?
NO! Leave it at 1. Otherwise, it's slow like thick molace in winter. It 
can also cause artefacts. Increase the number of samples.


Alain


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From: Reactor
Subject: Re: Sun, atmosphere, haze etc.
Date: 27 Aug 2009 21:30:00
Message: <web.4a97329aa995826e7bdf750b0@news.povray.org>
SharkD <mik### [at] gmailcom> wrote:
> Reactor wrote:
> > I'd have to see an example, but what you've described sounds kind of like
> > sampling artifacts  Is the second sampling parameter still used with method 3?
> > try boosting the min samples to 50 and rendering only that small part of the
> > scene.  If it is closer to what you expected, then it was caused by sampling
> > errors.
> >
> > -Reactor
>
>
> That helps, but it causes the scene to take a real long time to render.

Yeah, scattering media does that.

> Would splitting into multiple objects help?

Probably not, unless you fit the media more tightly to the container shapes.
However, you could split it into multiple container shapes and use different
settings for those (if you wanted to).

-Reactor


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From: Reactor
Subject: Re: Sun, atmosphere, haze etc.
Date: 27 Aug 2009 21:35:01
Message: <web.4a97338ca995826e7bdf750b0@news.povray.org>
Alain <aze### [at] qwertyorg> wrote:
> Reactor a écrit :
> Is the second sampling parameter still used with method 3?
> No!
> There is no longer a concept of min and max samples. Only samples.
>
> Do I need to change the number of intervals?
> NO! Leave it at 1. Otherwise, it's slow like thick molace in winter. It
> can also cause artefacts. Increase the number of samples.
>
>
> Alain


Ah, thanks.  I knew that about the intervals, but I wasn't sure about the
samples second parameter being ignored.  On a somewhat related note, I am
becoming increasingly curious as to how his image will look.

-Reactor


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From: SharkD
Subject: Re: Sun, atmosphere, haze etc.
Date: 27 Aug 2009 23:14:29
Message: <4a974b95$1@news.povray.org>
Reactor wrote:
> SharkD <mik### [at] gmailcom> wrote:
>> 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
> 
> I'd have to see an example, but what you've described sounds kind of like
> sampling artifacts  Is the second sampling parameter still used with method 3?
> try boosting the min samples to 50 and rendering only that small part of the
> scene.  If it is closer to what you expected, then it was caused by sampling
> errors.
> 
> -Reactor
> 
> 

Here's an example:

http://i421.photobucket.com/albums/pp292/SharkD2161/Support/gh_scene_outdoors_cubemap.png

Notice how the clouds are darker near the camera (at the top of the 
image) and get lighter the farther away they are (toward the middle of 
the image). The samples are already set pretty high:

samples 30, 100

-Mike


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From: clipka
Subject: Re: Sun, atmosphere, haze etc.
Date: 27 Aug 2009 23:40:13
Message: <4a97519d$1@news.povray.org>
SharkD schrieb:
> Notice how the clouds are darker near the camera (at the top of the 
> image) and get lighter the farther away they are (toward the middle of 
> the image). The samples are already set pretty high:

It appears to me they're much too thinned-out. So you get that bright 
white far off where the ray hits shallow enough to traverse a 
considerable distance in the clouds, but almost plain blue sky right above.

Also note that in reality, the far-off clouds would be hit at a less 
shallow angle due to earth's curvature; maybe you can achieve a similar 
effect by very slightly tilting the sky. Alternatively, you could use a 
shell made out of actual gigantic spheres as your media container (you 
may need to adjust your density pattern in that case though).

Another thing that looks weird is the apparent "stacking" - hard to tell 
where that comes from. Maybe the geometry is way different from what I 
think it is.


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From: SharkD
Subject: Re: Sun, atmosphere, haze etc.
Date: 28 Aug 2009 00:22:38
Message: <4a975b8e$1@news.povray.org>
Thanks for taking a look!

clipka wrote:
> It appears to me they're much too thinned-out. So you get that bright 
> white far off where the ray hits shallow enough to traverse a 
> considerable distance in the clouds, but almost plain blue sky right above.

I'll try fattening the layer up a little.

> Also note that in reality, the far-off clouds would be hit at a less 
> shallow angle due to earth's curvature; maybe you can achieve a similar 
> effect by very slightly tilting the sky. Alternatively, you could use a 
> shell made out of actual gigantic spheres as your media container (you 
> may need to adjust your density pattern in that case though).

Yes, but precision errors occur if I make the spheres *too* big. How big 
would be big enough? In my scene 1 unit = 1 meter.

> Another thing that looks weird is the apparent "stacking" - hard to tell 
> where that comes from. Maybe the geometry is way different from what I 
> think it is.

Not sure what you mean by "stacking".

Thanks again!

-Mike


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From: clipka
Subject: Re: Sun, atmosphere, haze etc.
Date: 28 Aug 2009 02:00:08
Message: <4a977268$1@news.povray.org>
SharkD schrieb:
> Yes, but precision errors occur if I make the spheres *too* big. How big 
> would be big enough? In my scene 1 unit = 1 meter.

Don't worry about precision issues.

For exact scale, the atmosphere should have a radius of some 6e+6 units, 
which is indeed comparatively close to the distance limit at which 
objects disappear; still, it's within that limit. Also note that this 
distance cut-off is /relative/ to a ray's origin (e.g. the camera), and 
with an atmosphere thickness of just a few 1000 units and the camera 
just a few units away from the ground, you'll only be able to see a 
small section of the atmosphere anyway. Somewhere between 1e+5 and 1e+6 
units I'd guesstimate - dunno.

Bounding is no issue either: You'd be inside the sphere anyway, so the 
bounding box will be intersected anyway, so even if it is of low 
precision or turned off entirely, that doesn't make a difference.

And don't worry either about possible loss of details due to the center 
of the atmosphere being quite far away from your details: As POV-Ray 
uses double-precision math, a scene encompassing the whole earth would 
still allow headroom for details as small as a nanometer(!), so there 
should be enough headroom.


Make sure though to center your area of interest at <0,0,0>, so don't 
make that the center of your atmosphere.

>> Another thing that looks weird is the apparent "stacking" - hard to 
>> tell where that comes from. Maybe the geometry is way different from 
>> what I think it is.
> 
> Not sure what you mean by "stacking".

Well, the clouds look somewhat like the closer(?) ones are thinned-out 
copies of the further-off(?) ones. Or as if they were actually as far 
off as what they appear to be copying, just higher.


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From: SharkD
Subject: Re: Sun, atmosphere, haze etc.
Date: 31 Aug 2009 03:55:25
Message: <4a9b81ed@news.povray.org>
clipka wrote:
> SharkD schrieb:
>> Yes, but precision errors occur if I make the spheres *too* big. How 
>> big would be big enough? In my scene 1 unit = 1 meter.
> 
> Don't worry about precision issues.
> 
> For exact scale, the atmosphere should have a radius of some 6e+6 units, 
> which is indeed comparatively close to the distance limit at which 
> objects disappear; still, it's within that limit. Also note that this 
> distance cut-off is /relative/ to a ray's origin (e.g. the camera), and 
> with an atmosphere thickness of just a few 1000 units and the camera 
> just a few units away from the ground, you'll only be able to see a 
> small section of the atmosphere anyway. Somewhere between 1e+5 and 1e+6 
> units I'd guesstimate - dunno.

Correction, I just double-checked and 4 units = 1 meter. I hope that 
doesn't affect anything.

-Mike


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From: chieuhado
Subject: Re: Sun, atmosphere, haze etc.
Date: 30 Oct 2009 00:30:00
Message: <web.4aea6a89a995826e4a7bddf0@news.povray.org>
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