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Hi,
I;m trying to symulate realistic water.
I'm using media and pigment rgbf 1
What media I shuld use?
Scanntering media works ok if water color is white. When I'm using blue
water, like:
media { #local C=<0,0,1>;
density { color rgb C }
scattering { 1 1 extinction 1 }
}
Then I have problem with shadow that's color is (1-C) - yellow.
If I set extinction 0 get rid of shadow, all objects in water are visible
with is I quess not correct.
--
#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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spa### [at] raf256 com news:Xns### [at] 204 213 191 226
> Then I have problem with shadow that's color is (1-C) - yellow.
> If I set extinction 0 get rid of shadow, all objects in water are
> visible with is I quess not correct.
Hmm I think that I have a nice splution after all:
media { #local C=<0,0,1>;
density { color rgb 1 }
scattering { 1 C extinction 0 }
absorption .1*(1-C)
intervals 6
}
but any other ideas / comments are welcomed :)
--
#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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On 11 Aug 2003 10:59:34 -0400, "Rafal 'Raf256' Maj" <spa### [at] raf256 com> wrote:
> What media I shuld use?
http://www-public.tu-bs.de:8080/~y0013390/pov/water/
ABX
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In article <Xns### [at] 204 213 191 226>,
"Rafal 'Raf256' Maj" <spa### [at] raf256 com> wrote:
> Scanntering media works ok if water color is white. When I'm using blue
> water, like:
>
> media { #local C=<0,0,1>;
> density { color rgb C }
> scattering { 1 1 extinction 1 }
> }
I don't know about where you live, but around here, water is nearly
clear and colorless...I certainly wouldn't drink or swim in this.
Your shadow is yellow because you scatter lots of blue light, but no red
or green. Clean water scatters very little, and mainly absorbs red
light, with green coming next and blue coming last. A simple Google
search should show some real numbers. Scattering media is mainly useful
for simulating silt, suspended algae/plankton, etc. You've given no
clues as to what kind of water you're trying to simulate...you need to
give more information.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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> media { #local C=<0,0,1>;
My first tip for you: Never, ever, ever use zero for one of the components
of a color. Use a small value, like 0.1 or so, instead. It creates a *much*
more realistic effect in areas where things get bright. A color component of
zero is something that you just don't find in real life.
There are exceptions, I'm sure, but speaking from experience, things look a
lot better when you use colors like <0.1, 0.15 ,1> instead of <0,0,1>.
That won't solve your media problem, though. I faced the same problem when i
made http://www.slimeland.com/images/pictures/RealWater.jpg . In the end, I
don't remember what I did. I do, however, remember fiddling with it for days
until I got it to a point where I was reasonably happy with it. Try making
the media more dense, or less dense. Fiddle with colors. Just keep trying
things. I hope someone else here has some more concrete advice for you.
- Slime
[ http://www.slimeland.com/ ]
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