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How do I fix these dark spots around the stars? I'm only using one absorbing
media, and it's for the shadows in the nebula.
Image: http://i.imgur.com/uSiDBfL.png
Code:
global_settings {
max_intersections 128
max_trace_level 32
}
#declare blueSize = seed(934);
#declare randBlueSize = (rand(blueSize)+0.5);
#declare blueStar = union {
sphere {
0
0.3
pigment { bozo scale 0.1 turbulence 2 color_map {[0 rgb <0.1,0.4,1>][1 rgb
<0.1,0.2,0.5>] } }
finish { ambient 10 }
}
sphere {
0
1
hollow
pigment { rgbf 1 }
interior { media { emission rgb <0.3,0.7,1>
density {
spherical
color_map {[0 rgb 0][0.7 rgb <0.5,0.7,1>]}
}
}}
finish { ambient 1 }
}
}
#declare Amount = 1000;
#declare Seed = seed(134);
#declare MinExtent = <-100, -100, -100>;
#declare MaxExtent = <100, 100, 100>; // Modify as desired
#declare Index = 0;
#while(Index < Amount)
object
{ blueStar scale 0.2*randBlueSize
#declare RandVector = <rand(Seed), rand(Seed), rand(Seed)>;
translate MinExtent + (MaxExtent - MinExtent) * RandVector
}
#declare Index = Index + 1;
#end
#declare whiteSize = seed(897);
#declare randWhiteSize = (rand(whiteSize)+0.5);
#declare whiteStar = union {
sphere {
0
0.3
pigment { bozo scale 0.1 turbulence 2 color_map {[0 rgb 0.5][1 rgb 1] } }
finish { ambient 10 }
}
sphere {
0
1
hollow
pigment { rgbf 1 }
interior { media { emission rgb <0.3,0.7,1>
density {
spherical
color_map {[0 rgb 0][0.7 rgb 0.6]}
}
}}
finish { ambient 1 }
}
}
#declare Amount = 1000;
#declare Seed = seed(1340);
#declare MinExtent = <-100, -100, -100>;
#declare MaxExtent = <100, 100, 100>; // Modify as desired
#declare Index = 0;
#while(Index < Amount)
object
{ whiteStar scale 0.2*randWhiteSize
#declare RandVector = <rand(Seed), rand(Seed), rand(Seed)>;
translate MinExtent + (MaxExtent - MinExtent) * RandVector
}
#declare Index = Index + 1;
#end
#declare redStar = union {
sphere {
0
0.3
pigment { bozo scale 0.1 turbulence 2 color_map {[0 rgb <1,0.4,0.1>][1 rgb
<0.5,0.2,0.1>] } }
finish { ambient 10 }
}
sphere {
0
1
hollow
pigment { rgbf 1 }
interior { media { emission rgb <0.3,0.7,1>
density {
spherical
color_map {[0 rgb 0][0.7 rgb <1,0.7,0.5>]}
}
}}
finish { ambient 1 }
}
}
#declare redSize = seed(875);
#declare randRedSize = (rand(blueSize)+0.5);
#declare Amount = 1000;
#declare Seed = seed(13400);
#declare MinExtent = <-100, -100, -100>;
#declare MaxExtent = <100, 100, 100>;
#declare Index = 0;
#while(Index < Amount)
object
{ redStar scale 0.2*randRedSize
#declare RandVector = <rand(Seed), rand(Seed), rand(Seed)>;
translate MinExtent + (MaxExtent - MinExtent) * RandVector
}
#declare Index = Index + 1;
#end
#declare cameraPosition = ((clock-0.5)*2)*30;
camera {
location <0.0, 0, cameraPosition>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height
}
sphere{
0
20
texture{
pigment{ rgbf 1}
}
interior{
media{
method 3
samples 30
emission <1,0.6,0.1>
density{ wrinkles
color_map {
[0.00 rgb 0]
[0.50 rgb 0.05]
[0.65 rgb 0.1]
[0.75 rgb 0.5]
[1.00 rgb 0.2]
}
turbulence 0.9
octaves 10
omega 0.6
scale 11
}
density{ spherical
color_map {
[0.0 rgb 0]
[0.5 rgb 0.5]
[1.0 rgb 1]
}
scale <1,1,1>*20
}
}
media{
method 3
samples 30
emission <0.6,0.7,0.1>
density{ wrinkles
color_map {
[0.00 rgb 0]
[0.65 rgb 0.0]
[0.75 rgb 0.2]
[1.00 rgb 0.1]
}
turbulence 0.9
octaves 10
omega 0.6
scale 10
}
density{ spherical
color_map {
[0.0 rgb 0]
[0.5 rgb 0.5]
[1.0 rgb 1]
}
scale <1,1,1>*20
}
}
media{
method 3
samples 30
absorption rgb 2
density{ wrinkles
color_map {
[0.00 rgb 0]
[0.50 rgb 0.05]
[0.65 rgb 0.1]
[0.75 rgb 0.5]
[1.00 rgb 0.2]
} // end color_map
turbulence 0.8
octaves 10
omega 0.6
scale 12
}
density{ spherical
color_map {
[0.0 rgb 0]
[0.5 rgb 0.5]
[1.0 rgb 1]
}
scale <1,1,1>*20
}
}
media{
method 3
samples 30
emission <0.3,0.6,0.5>
density{ wrinkles
color_map {
[0.00 rgb 0]
[0.50 rgb 0.01]
[0.65 rgb 0.05]
[0.75 rgb 0.25]
[1.00 rgb 0.1]
}
turbulence 2
scale 50
}
density{ spherical
color_map {
[0.0 rgb 0]
[0.5 rgb 0.5]
[1.0 rgb 1]
}
scale <1,1,1>*20
}
}
}
hollow
}
#declare Amount = 256;
#declare Seed = seed(347);
#declare MinExtent = <-30, -30, -30>;
#declare MaxExtent = <30, 30, 30>;
#declare Index = 0;
#while(Index < Amount)
object
{ blueStar scale 0.2
#declare RandVector = <rand(Seed), rand(Seed), rand(Seed)>;
translate MinExtent + (MaxExtent - MinExtent) * RandVector
}
#declare Index = Index + 1;
#end
#declare Amount = 128;
#declare Seed = seed(903248);
#declare MinExtent = <-10, -10, -10>;
#declare MaxExtent = <10, 10, 10>;
#declare Index = 0;
#while(Index < Amount)
object
{ blueStar scale 0.2
#declare RandVector = <rand(Seed), rand(Seed), rand(Seed)>;
translate MinExtent + (MaxExtent - MinExtent) * RandVector
}
#declare Index = Index + 1;
#end
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"cubicApocalypse" <nomail@nomail> wrote:
> How do I fix these dark spots around the stars?
It's an old media{samples...} situation when using multiple enclosed media
objects. And the problem is two-fold here--but easily remedied.
The dark-looking 'star halos' are basically because a media samples count
somewhere in the scene is too low. But it's more interesting: The real
cause of the problem is that the bigger 'nebula' sphere *encloses* all the star
spheres. The camera ray(s) 'see' this larger sphere first (the rays hit it
first, before they hit the individual star spheres.) In which case,
the NEBULA's media samples override the individual stars. So in your scene it
doesn't matter if the stars have very high sample values, or even very low ones;
they'll all be overridden.
The problem is in the nebula, where you have four medias. The samples values are
all set at 30, which is too low. But here's the interesting thing: the LAST ONE
of the four medias is the one that sets the samples count for all of them. The
other samples/methods/intervals are ignored and can even be left out. Try this
experiment: Put in 500 as samples values for the first three of the medias
there, and 5 for the final one. The render will look really bad!
The overall solution is easy: For the very last media in your nebula, give it
this:
method 3
intervals 1
samples 300 // This looks OK
Also, I think all the stars' 'halo spheres' have an emission value that's too
low. It looks like you're to trying to make them glow, so I would increase those
to maybe rgb 2.5*<0.3,0.7,1>. (Not the color_maps.)
BTW, this is a really nice scene!
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