|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hi, All.
Please help.
In this post:
http://news.povray.org/povray.general/thread/%3Cweb.4640d4eb7a83c8141d1bbab40%40news.povray.org%3E/
I tried create glass fractal.
Now tried to render one density map df3 file, and get strong radial
distortions.
This is my result: http://www.geocities.com/gplflame/test.jpg.
This is object from which df3 file created:
http://www.geocities.com/gplflame/demo2.html
I want insert some others object to density files, and I need more
precision.
here is my pov file:
#include "metals.inc"
#declare TWOPI = 6.283185307179586476925287;
#declare RADIUS = 1;
#declare NX = 1;
#declare NY = 1;
#declare NZ = 1;
#declare DD = <NX,NY,NZ>;
#declare CC = DD / 2;
#declare VP = <0, 0 , NZ * 1.4>;
global_settings {
ambient_light <1,1,1>
assumed_gamma 1
}
camera {
location VP
up y
right x * 1.3333
sky <0,0,-1>
look_at <0,0,0>
}
light_source {
VP + <0,0,NZ * 2>
color rgb <1,1,1>
media_interaction on
media_attenuation on
shadowless
}
#declare theinterior = interior {
media {
emission 1
absorption 0.4
density {
density_file df3 "example.df3"
interpolate 2
color_map {
[0.00 rgb <0,0,0>]
[0.33 rgb <0,0,1>]
[0.66 rgb <0,1,0>]
[1.00 rgb <1,0,0>]
}
}
}
}
box {
<0,0,-0>, <1,1,1>
pigment { rgbf <1,1,1,1> }
interior { theinterior }
translate <-0.5, -0.5, -0.5>
hollow
}
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
flame-mike nous apporta ses lumieres en ce 2007/06/04 18:27:
> Hi, All.
> Please help.
>
> In this post:
>
http://news.povray.org/povray.general/thread/%3Cweb.4640d4eb7a83c8141d1bbab40%40news.povray.org%3E/
> I tried create glass fractal.
>
> Now tried to render one density map df3 file, and get strong radial
> distortions.
> This is my result: http://www.geocities.com/gplflame/test.jpg.
>
> This is object from which df3 file created:
> http://www.geocities.com/gplflame/demo2.html
>
> I want insert some others object to density files, and I need more
> precision.
>
> here is my pov file:
>
> #include "metals.inc"
You don't use any metalic texture, this can go.
Firstly, try using interpolate 1. interpolate 2 often introduce unwanted noise
and artefacts. In your case, you probably see media in areas that have a density
of zero and be totaly transparent.
If that don't produce a result that's good enough, try the following:
You may scale down in the direction of the camera.
You may alter the color_map and the emission and absorbtion like this:
> #declare theinterior = interior {
> media {
> emission 1
> absorption 7
> density {
> density_file df3 "example.df3"
> interpolate 1
> color_map {
> [0.00 rgb <0,0,0>]
> [0.33 rgb <0,0,1>*5]
> [0.66 rgb <0,1,0>*5]
> [1.00 rgb <1,0,0>*5]
> }
> }
> }
> }
>
This will make your media dencer, and thus more "solid". The increased
absorbtion is to compensate the increased brightness of the emissive part.
You probably need to also increase the samples value quite a bit, as your
density pattern is very complex. Try something like 100 as a starter.
Alain
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
This is now good: http://www.geocities.com/gplflame/test1.jpg
Alain, thank you very much.
any other suggestions to make this more glassy.
And I have another question. How I made rendered box with same size as
image?
//#include "metals.inc"
#declare TWOPI = 6.283185307179586476925287;
#declare RADIUS = 1;
#declare NX = 1;
#declare NY = 1;
#declare NZ = 1;
#declare DD = <NX,NY,NZ>;
#declare CC = DD / 2;
#declare VP = <0, 0 , NZ * 1.4>;
global_settings {
ambient_light <1,1,1>
assumed_gamma 1.6
}
camera {
location VP
up y
right x * 1.3333
//direction <0, 0, 0>
sky <0,0,-1>
look_at <0,0, 1>
}
light_source {
VP + <0,0,NZ * 2>
color rgb <1,1,1>
media_interaction on
media_attenuation on
shadowless
}
#declare theinterior = interior {
media {
emission 25
absorption 2
samples 140
scattering { 1, 0.5 }
density {
density_file df3 "example.df3"
interpolate 1
color_map {
[0.00 rgb <0,0,0>]
[0.33 rgb <0,0,0.065>*1.1]
[0.66 rgb <0.015,0.015,0.005>*1.2]
[1.00 rgb <0.15,0,0.035>*1.3]
}
}
}
}
box {
<0,0,-0>, <1,1,1>
pigment { rgbf <1,1,1,1> }
interior { theinterior }
translate <-0.5, -0.5, -0.5>
hollow
}
Alain <ele### [at] netscapenet> wrote:
> flame-mike nous apporta ses lumieres en ce 2007/06/04 18:27:
> > Hi, All.
> > Please help.
> >
> > In this post:
> >
http://news.povray.org/povray.general/thread/%3Cweb.4640d4eb7a83c8141d1bbab40%40news.povray.org%3E/
> > I tried create glass fractal.
> >
> > Now tried to render one density map df3 file, and get strong radial
> > distortions.
> > This is my result: http://www.geocities.com/gplflame/test.jpg.
> >
> > This is object from which df3 file created:
> > http://www.geocities.com/gplflame/demo2.html
> >
> > I want insert some others object to density files, and I need more
> > precision.
> >
> > here is my pov file:
> >
> > #include "metals.inc"
> You don't use any metalic texture, this can go.
> Firstly, try using interpolate 1. interpolate 2 often introduce unwanted noise
> and artefacts. In your case, you probably see media in areas that have a density
> of zero and be totaly transparent.
> If that don't produce a result that's good enough, try the following:
>
> You may scale down in the direction of the camera.
> You may alter the color_map and the emission and absorbtion like this:
>
> > #declare theinterior = interior {
> > media {
> > emission 1
> > absorption 7
> > density {
> > density_file df3 "example.df3"
> > interpolate 1
> > color_map {
> > [0.00 rgb <0,0,0>]
> > [0.33 rgb <0,0,1>*5]
> > [0.66 rgb <0,1,0>*5]
> > [1.00 rgb <1,0,0>*5]
> > }
> > }
> > }
> > }
> >
> This will make your media dencer, and thus more "solid". The increased
> absorbtion is to compensate the increased brightness of the emissive part.
> You probably need to also increase the samples value quite a bit, as your
> density pattern is very complex. Try something like 100 as a starter.
>
> Alain
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|