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"If you set fade_power in the interior of an object at 1000 or above, a
realistic exponential attenuation function will be used"
I didnt find more explanation in mannual - why this new forumla is more
realistic, witch real-word materials have it, is this the best attenuation
forumla - or is it still not perfect in compare to phisics rights ?
How choose fade_power ? 1000 ? 1500 ? 10000 ?
Should we always use new attenuation, or do some object look more realistic
with old formula ?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote in message
news:Xns### [at] 204213191226...
>
> "If you set fade_power in the interior of an object at 1000 or above, a
> realistic exponential attenuation function will be used"
>
> I didnt find more explanation in mannual - why this new forumla is more
> realistic, witch real-word materials have it, is this the best attenuation
> forumla - or is it still not perfect in compare to phisics rights ?
> How choose fade_power ? 1000 ? 1500 ? 10000 ?
> Should we always use new attenuation, or do some object look more
realistic
> with old formula ?
I believe it is independent of the actual value, it just uses one specific
model so it doesn't matter what value it is, as long as it's at or over
1000. I could be mistaken though.
-tgq
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"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote
>
> "If you set fade_power in the interior of an object at 1000 or above, a
> realistic exponential attenuation function will be used"
>
> I didnt find more explanation in mannual - why this new forumla is more
> realistic, witch real-word materials have it, is this the best attenuation
> forumla - or is it still not perfect in compare to phisics rights ?
> How choose fade_power ? 1000 ? 1500 ? 10000 ?
> Should we always use new attenuation, or do some object look more
realistic
> with old formula ?
Hmmm... I don't know if that was supposed to make it into 3.5.
Anyway, if fade_power is >=1000, then the fade_power value itself is
ignored, and an exponential attenuation is applied. Only fade_color and
fade_distance matter. The exponential attenuation is almost identical to
constant attenuating media.
attenuation[] =
exp(-(1.0-Interior->Fade_Colour[])*Ray_Intersection->Depth/Interior->Fade_Di
stance);
Here it is as an ascii-art formula (fixed-width font preferred):
/ - Depth * (1.0 - Fade_Colour)\
| ------------------------------ |
\ Fade_Distance /
att = e
This is applied separately to each color component (red, green, and blue).
-Nathan
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In article <3d3aef85$1@news.povray.org>,
"Nathan Kopp" <nat### [at] koppcom> wrote:
> Hmmm... I don't know if that was supposed to make it into 3.5.
I think it was part of the fade_color patch, it would have had to be
removed manually. It is useful as a substitute for constant absorbing
media, especially for things like glass, I'm glad it wasn't removed.
However, I would have preferred a different trigger...I don't like the
1000 "magic number". -1 might have been better, or some special keyword.
--
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/
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