POV-Ray : Newsgroups : povray.general : Bloom Server Time
31 Oct 2024 16:17:01 EDT (-0400)
  Bloom (Message 1 to 8 of 8)  
From: Sigma
Subject: Bloom
Date: 20 Jun 2005 19:00:00
Message: <web.42b7499270c521f711f65090@news.povray.org>
I was wondering if there was a way to enable and customize the bloom (the
lighting effect) in povray.  In case someone isn't familiar with the word,
it is where light (the brighter the more noticable) tends to hide objects
(usually dark because they are facing away from the light) in between the
camera and the light source.  A better definition can be found from wiki
(which appears to side with unreal)

http://wiki.beyondunreal.com/wiki/Bloom

Anyways I would like to enable this.


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From: triple r
Subject: Re: Bloom
Date: 20 Jun 2005 19:45:00
Message: <web.42b754d6e83789a9a873017d0@news.povray.org>
"Sigma" <nomail@nomail> wrote:
> I was wondering if there was a way to enable and customize the bloom...

Post-processing.  For example,

http://www.nolights.de/download.html#Glare

 - Ricky


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From: Sigma
Subject: Re: Bloom
Date: 20 Jun 2005 23:25:00
Message: <web.42b78787e83789a9711f65090@news.povray.org>
I thank you for pointing out one source for bloom, but I was wondering if
there was some other already written macro... That one seems to randomly
crash povray.  My scenes never broke povray before.  When I use it and set
it up like the demos and everything it'll still crash (Demo scenes don't
seem to crash, or if they do it is less often than my scenes).

> > I was wondering if there was a way to enable and customize the bloom...
>
> Post-processing.  For example,
>
> http://www.nolights.de/download.html#Glare
>
>  - Ricky


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From: Tim Nikias
Subject: Re: Bloom
Date: 21 Jun 2005 01:40:48
Message: <42b7a860$1@news.povray.org>
> I thank you for pointing out one source for bloom, but I was wondering if
> there was some other already written macro... That one seems to randomly
> crash povray.  My scenes never broke povray before.  When I use it and set
> it up like the demos and everything it'll still crash (Demo scenes don't
> seem to crash, or if they do it is less often than my scenes).

Then what are you doing? I hope you've understood that the Glare-Macros
require two passes:
One to capture the "sharp bloom" and a second to blur and overlay the bloom
onto the final image. If it doesn't work properly, please send me an example
file, so that I can have a look at it. If the problem is on my end, I'd
rather fix it than have a broken Include-File on my website.

Regards,
Tim

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>


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From: m1j
Subject: Re: Bloom
Date: 21 Jun 2005 10:55:00
Message: <web.42b82935e83789a92b4e50870@news.povray.org>
"Sigma" <nomail@nomail> wrote:
> I was wondering if there was a way to enable and customize the bloom (the
> lighting effect) in povray.  In case someone isn't familiar with the word,
> it is where light (the brighter the more noticable) tends to hide objects
> (usually dark because they are facing away from the light) in between the
> camera and the light source.  A better definition can be found from wiki
> (which appears to side with unreal)
>
> http://wiki.beyondunreal.com/wiki/Bloom
>
> Anyways I would like to enable this.


Add enviornment media to your scene.


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From: Tim Nikias
Subject: Re: Bloom
Date: 21 Jun 2005 12:46:45
Message: <42b84475$1@news.povray.org>
> Add enviornment media to your scene.

This wouldn't add the effect he's after. Bloom is not only the glaring
effect around a lightsource (often also called "halo"), but also the glaring
effect off of highly reflective surfaces, such as metall or glass. To
describe it, I often resort to telling about too long/high exposure of a
photograph: bright spots will "bleed" into the surrounding area. That's what
bloom is all about. Environment media will only add this effect with direct
light, not indirect light, unless you add media photons, and then you
quickly get into the area where tons of tweaking will get good results for
one image, but bad for another, along with an incredible amount of RAM
required to store all those photons...

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>


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From: Sigma
Subject: Re: Bloom
Date: 21 Jun 2005 20:50:00
Message: <web.42b8b4f7e83789a9711f65090@news.povray.org>
I think I almost got the bloom script working, the bloom is way outside
bright areas, but I think I might know how to fix that.


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From: Sigma
Subject: Re: Bloom
Date: 21 Jun 2005 23:40:00
Message: <web.42b8dc6fe83789a9711f65090@news.povray.org>
Okay the problem wasn't as simple as I thought, but the basic problem with
the macro is the glare doesn't appear where it should (changing the
camera's angle value and then preparing it and final rendering it, the
glare will either be to sucken in or floating further out than it should).

I just tried dividing the normalized Camera_D vector by
tan(pi*Camera_FOV/360) [note I added Camera_FOV to attempt a fix].  The
quick solution appears to over correct.  I haven't looked through all the
functions yet so perhaps I'm applying the scalar to the wrong spot.


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