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From: Timothy R  Cook
Subject: Lens Flares?
Date: 6 Nov 2001 18:45:27
Message: <3BE87585.572DA5DB@scifi-fantasy.com>
Something to toy with using photons, perhaps?
The task: cause a lens flare in a rendering without using a plug-in,
and without using objects to simulate the parts of the flare.
Possibly involves building a lens to put in front of the camera...
-- 
Tim Cook
http://empyrean.scifi-fantasy.com

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: Mahalis
Subject: Re: Lens Flares?
Date: 6 Nov 2001 19:30:50
Message: <3be880ba$1@news.povray.org>
Heh heh. Of course, then you'd have to give the lens internal reflection,
and make sure it didn't distort the camera's view... I think you're better
off just using NKFlare.

--

//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--


"Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote in message
news:3BE87585.572DA5DB@scifi-fantasy.com...
> Something to toy with using photons, perhaps?
> The task: cause a lens flare in a rendering without using a plug-in,
> and without using objects to simulate the parts of the flare.
> Possibly involves building a lens to put in front of the camera...
> --
> Tim Cook
> http://empyrean.scifi-fantasy.com
>
> -----BEGIN GEEK CODE BLOCK-----
> Version: 3.12
> GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
> N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
> PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
> D++(---) G(++) e*>++ h+ !r--- !y--
> ------END GEEK CODE BLOCK------


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From: Trevor Quayle
Subject: Re: Lens Flares?
Date: 6 Nov 2001 19:30:50
Message: <3be880ba$2@news.povray.org>
You found me out!  A while back I started to try to do this (one of many
projects simmering on the back burner for me).  After a week of searching I
finally found some values for a 35mm camera lens system and started working
on it.  Last week I was playing a bit more with it and finally got the
beginnings of successful 'real' lens flares.  Mind you it is quite a render,
with 5 lenses (10 refracting/reflecting surfaces) you have to set the max
trace level quite high to get anything workable with all those reflections
and refractions (During the latest runs at it I was up to 5000 for
max_trace_level).  More on that in the future when I get more time to play
with it.


-tgq


"Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote in message
news:3BE87585.572DA5DB@scifi-fantasy.com...
> Something to toy with using photons, perhaps?
> The task: cause a lens flare in a rendering without using a plug-in,
> and without using objects to simulate the parts of the flare.
> Possibly involves building a lens to put in front of the camera...
> --
> Tim Cook
> http://empyrean.scifi-fantasy.com
>
> -----BEGIN GEEK CODE BLOCK-----
> Version: 3.12
> GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
> N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
> PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
> D++(---) G(++) e*>++ h+ !r--- !y--
> ------END GEEK CODE BLOCK------


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From: Ken
Subject: Re: Lens Flares?
Date: 6 Nov 2001 21:03:00
Message: <3BE89675.20409E7F@pacbell.net>
"Timothy R. Cook" wrote:
> 
> Something to toy with using photons, perhaps?
> The task: cause a lens flare in a rendering without using a plug-in,
> and without using objects to simulate the parts of the flare.
> Possibly involves building a lens to put in front of the camera...

I seem to recall that Dan Farmer was playing around with this idea like
5-6 years ago :)

-- 
Ken Tyler


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From: Nekar Xenos
Subject: Re: Lens Flares?
Date: 7 Nov 2001 01:17:53
Message: <3be8d211@news.povray.org>
Strange, I was thinking of the same thing last week...

- Nekar
"Trevor Quayle" <Tin### [at] hotmailcom> wrote in message
news:3be880ba$2@news.povray.org...
> You found me out!  A while back I started to try to do this (one of many
> projects simmering on the back burner for me).  After a week of searching I
> finally found some values for a 35mm camera lens system and started working
> on it.  Last week I was playing a bit more with it and finally got the
> beginnings of successful 'real' lens flares.  Mind you it is quite a render,
> with 5 lenses (10 refracting/reflecting surfaces) you have to set the max
> trace level quite high to get anything workable with all those reflections
> and refractions (During the latest runs at it I was up to 5000 for
> max_trace_level).  More on that in the future when I get more time to play
> with it.
>
>
> -tgq
>
>
> "Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote in message
> news:3BE87585.572DA5DB@scifi-fantasy.com...
> > Something to toy with using photons, perhaps?
> > The task: cause a lens flare in a rendering without using a plug-in,
> > and without using objects to simulate the parts of the flare.
> > Possibly involves building a lens to put in front of the camera...
> > --
> > Tim Cook
> > http://empyrean.scifi-fantasy.com
> >
> > -----BEGIN GEEK CODE BLOCK-----
> > Version: 3.12
> > GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
> > N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
> > PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
> > D++(---) G(++) e*>++ h+ !r--- !y--
> > ------END GEEK CODE BLOCK------
>
>


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From: Peter Popov
Subject: Re: Lens Flares?
Date: 7 Nov 2001 02:43:04
Message: <s9phut41huutiblodjutj1auug9alh07sl@4ax.com>
On Tue, 06 Nov 2001 18:03:33 -0800, Ken <tyl### [at] pacbellnet> wrote:

>I seem to recall that Dan Farmer was playing around with this idea like
>5-6 years ago :)

Nah, it can't be done without photons so it can't be that long ago.
However, I think Ron made something like that.

Of course, to simulate the flare perfectly, one needs to introduce
diffraction and interference. *sigh*


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: Nekar Xenos
Subject: Re: Lens Flares?
Date: 7 Nov 2001 03:46:36
Message: <3be8f4ec@news.povray.org>
"Peter Popov" <pet### [at] vipbg> wrote in message
news:s9phut41huutiblodjutj1auug9alh07sl@4ax.com...
> On Tue, 06 Nov 2001 18:03:33 -0800, Ken <tyl### [at] pacbellnet> wrote:
>

> Of course, to simulate the flare perfectly, one needs to introduce
> diffraction and interference. *sigh*

Something to add to Pov-Ray 4 wishlist!

- Nekar


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Checked by AVG anti-virus system (http://www.grisoft.com).
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From: Warp
Subject: Re: Lens Flares?
Date: 7 Nov 2001 06:37:14
Message: <3be91cea@news.povray.org>
Timothy R. Cook <tim### [at] scifi-fantasycom> wrote:
: The task: cause a lens flare in a rendering without using a plug-in,
: and without using objects to simulate the parts of the flare.

  Why? (Except for just the sake of achieving it, even it's extremely slow
and not very useful.)
  It's like making a raytracer with the SDL of POV-Ray. It's slow and not
very useful. It may be fun, but not useful.

  With the include files you get good-looking lensflares of all shapes and
colors easily and it's really fast to render. Not everything has to be
physically correct to look really good.

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From:
Subject: Re: Lens Flares?
Date: 7 Nov 2001 06:47:54
Message: <fm7iutcmne52j18edut85r22snvl4ogo5m@4ax.com>
On 7 Nov 2001 06:37:14 -0500, Warp <war### [at] tagpovrayorg> wrote:
>  It's like making a raytracer with the SDL of POV-Ray. It's slow and not
>very useful. It may be fun, but not useful.
>
>  With the include files you get good-looking lensflares of all shapes and
>colors easily and it's really fast to render.

I don't remember content of lens flare include file but does it work correct
with radiosity ?

ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35


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From: Ron Parker
Subject: Re: Lens Flares?
Date: 7 Nov 2001 08:15:58
Message: <slrn9uid0f.gff.ron.parker@fwi.com>
On Wed, 07 Nov 2001 09:41:54 +0200, Peter Popov wrote:
> On Tue, 06 Nov 2001 18:03:33 -0800, Ken <tyl### [at] pacbellnet> wrote:
> 
>>I seem to recall that Dan Farmer was playing around with this idea like
>>5-6 years ago :)
> 
> Nah, it can't be done without photons so it can't be that long ago.
> However, I think Ron made something like that.

Not that I remember.

But it really doesn't require photons, so it's possible Dan was playing 
with it that long ago.

-- 
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbf 1}hollow interior{media{emission 3-T}}}#end 
Z(-x-x.2x)camera{location z*-10rotate x*90normal{bumps.02scale.05}}


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